code:
:: Connudatus Street Thievery [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You scan the crowds.
<<if $daystate is "night">>
	So many are drunk at this hour. This shouldn't be hard.
<</if>>
<<if $rng gte 80>>
	<<if $daystate is "night">>
		<<generate1>><<person1>> A <<person>> staggers and falls to the ground in front of you. "I'm sho clumsy," <<he>> slurs, trying and failing to stand.
		<<if $pronoun is "m">>
			Looks like <<he>> lost <<his>> shirt somewhere, but <<he>> doesn't seem to care or even realise.
		<<else>>
			<<His>> low cut dress hangs loose as <<he>> leans forward, flashing <<his>> immodest breasts at you. <<He>> doesn't seem to care or even realise.
		<</if>>

		<<link [[Rob them|Connudatus Drunkard Rob]]>><<crimeup 5>><</link>><<crime>>

		<<link [[Just help them up|Connudatus Drunkard]]>><</link>>

	<<else>>
		<<generate1>><<person1>> A <<person>> leans forward in front of a stall, examining the display. <<His>> <<wallet>> hangs on a thin strap behind <<himstop>>

		<<link [[Snatch it|Connudatus Snatch]]>><<crimeup 5>><</link>><<crime>>

		<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

	<</if>>
<<elseif $rng gte 60>>
	<<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> sit outside a restaurant. The <<person1>><<persons>> <<wallet>> sits atop a bag by the <<his>> legs.

	<<link [[Take it|Connudatus Thievery Restaurant]]>><<crimeup 5>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

<<elseif $rng gte 45>>
	<<generate1>><<person1>>You spot a tourist taking pictures. <<He>> probably has money to burn.

	<<link [[Steal camera|Connudatus Camera]]>><</link>>

	<<link [[Leave|Connudatus Street]]>><<endevent>><</link>>

<<elseif $rng gte 20>>
	A car pulls up in front of a shop. <<generate1>><<person1>>A <<person>> steps out and enters the building, leaving <<his>> car door open. And <<his>> <<wallet>> on the seat.

	<<link [[Take it|Connudatus Car]]>><<crimeup 5>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><</link>>

<<else>>
	<<generate1>><<person1>>A <<person>> sits on a bench, their <<wallet>> sat next to them.

	<<link [[Take it|Connudatus Street Bench]]>><<crimeup 5>><</link>><<crime>>

	<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

<</if>>

:: Connudatus Drunkard [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
<<famegood 1>>
You offer the <<person>> your hand and help <<him>> stand up. <<He>> takes a moment to steady. A group of people some distance away wave at <<himcomma>> and <<he>> waves back. "Thank you kind angel," <<he>> says before staggering to <<his>> friends.

<<endevent>>
<<link [[Next|Connudatus Street]]>><</link>>

:: Connudatus Drunkard Rob [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You lean down, holding <<his>> arm with one hand, and taking <<his>> <<wallet>> with the other. You lift <<him>> to <<his>> feet and <<he>> leans against you.

<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>
"I felt you touch me," <<he>> says. "I know what you want." <<He>> reaches down and gropes your <<groinstop>>

<<if $promiscuity gte 55>>
	<<link [[Take advantage|Connudatus Drunkard Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>>

<</if>>
<<link [[Push away|Connudatus Drunkard Push]]>><</link>>

:: Connudatus Drunkard Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<promiscuity4>>
	<<set $rescue to 1>>
<<elseif $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $rescue to 1>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1>>
	<<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Connudatus Drunkard Sex]]>><</link>><<nexttext>>
<</if>>

:: Connudatus Drunkard Push [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You shove the <<person>> away from you.
<<if $rng gte 71>>
	"Shtupid," <<he>> slurs. "Be a good <<girl>> and hold still."

	<<link [[Next|Connudatus Drunkard Sex]]>><<set $molestationstart to 1>><</link>>

<<else>>
	<<He>> almost falls over again. "Oi," a voice shouts, "Leave that poor <<girl>> alone and get over here." The <<person>> looks over and waves, smiling. <<He>> returns to <<his>> friends.

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Drunkard Sex Finish [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.

	<<clotheson>>
<<elseif $enemyhealth lte 0>>
	You shove <<him>> to the ground. <<He>> struggles to get up again. <<tearful>> you flee to safety.

	<<clotheson>>
<<elseif $alarm is 1>>
	"Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.

	<<clotheson>>
<<elseif $finish is 1>>
	<<He>> stumbles away from you.

	<<clotheson>>
<</if>>

<<connudatuswallet>>
<<endcombat>>

:: Connudatus Snatch [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>
You grab the <<wallet>> as you walk past.
<<if $rng gte 61>>
	The strap tenses and holds. The <<person>> turns and catches you red-handed. "You little brat," <<he>> says as <<he>> grabs your shoulder. "I'll teach you some respect."

	<<link [[Next|Connudatus Snatch Molestation]]>><<set $molestationstart to 1>><</link>>

<<else>>
	It breaks free of the strap. You walk away, not changing your pace.

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Snatch Molestation [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>><<set $enemyanger += 200>><<npcidlegenitals>>
	<<set $rescue to 1>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyhealth lte 0>>
	<<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1>>
	<<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyanger lte 50>>
	<<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Connudatus Snatch Molestation]]>><</link>><<nexttext>>
<</if>>

:: Connudatus Snatch Molestation Finish [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"You little harlot," <<he>> pants as <<he>> leans against the stall. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<walletstop>>

	<<clotheson>>
<<elseif $enemyhealth lte 0>>
	You shove <<him>> into the stall. <<He>> crashes through it.<<tearful>> you flee to safety, <<his>> wallet in hand.

	<<clotheson>>
<<elseif $enemyanger lte 50>>
	The <<person>> leans against the stall. "That'll... that'll show <<phercomma>> so it will," <<he>> pants. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<walletstop>>
	<<clotheson>>
<<else>>
	<<generate2>><<person2>>"What's wrong with you?" a <<person>> shouts. <<He>> grapples the <<person1>><<person>> and holds <<him>> back.

	"The <<girl>> tried to take my <<wallet>> you idiot," the <<person>> yells as <<he>> shoves the interloper away. <<He>> looks around, eyes wild with anger. But <<he>> can't see you. Or <<his>> <<walletstop>>
	<<clotheson>>
<</if>>

<<connudatuswallet>>
<<endcombat>>

:: Connudatus Thievery Restaurant [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>
<<person1>>You kneel and pretend to tie your shoelaces. You pick up the <<wallet>> as you stand up.
<<if $rng gte 61>>
	The <<person2>><<person>> spots you. "<<pShes>> robbing you! Look!" <<he>> shouts.<<gstress>><<stress 6>>

	<<set $skulduggerydifficulty to 400>>
	<<link [[Run|Connudatus Thievery Restaurant Run]]>><<crimeup 30>><<tiredness 12>><</link>><<crime>><<gtiredness>>

	<<link [[Bluff|Connudatus Thievery Restaurant Bluff]]>><</link>><<skulduggerydifficulty>>

<<else>>

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Thievery Restaurant Run [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
You dash away, disappearing into the crowds before they can even stand up. They managed to get a good look at you though.

<<connudatuswallet>>
<<endevent>>

:: Connudatus Thievery Restaurant Bluff [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $submissive gte 1150>>
	"I'm sorry!" you say, placing the <<person1>><<wallet>> on the table and looking between them. "My eyesight isn't very good and I thought it was mine."
<<elseif $submissive lte 850>>
	"Actually," you say, placing the <<person1>><<wallet>> on the table. "I was just returning it to you. Someone else took it and I chased them down. You shouldn't make accusations like that."
<<else>>
	"I work here," you say, placing the <<person1>><<wallet>> on the table. "It's against company policy to let patrons leave their valuables where they can be easily taken. You should be more careful in the future."
<</if>>

<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
	The <<person>> turns to the <<person2>><<person>> "You always cause a scene."

	"Cause a scene? I suppose I should keep quiet if I think you're being robbed then?"

	You leave them to their argument, taking the <<person1>><<wallet>> with you.

	<<connudatuswallet>>
	<<endevent>>
<<else>>
	The <<person>> picks up the <<wallet>> and tucks it away. "Sure," <<he>> says, looking at you with suspicion. You'll have to leave empty-handed this time.

	<<endevent>>
	<<link [[Next|Connudatus Street]]>><</link>>

<</if>>

:: Connudatus Camera [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $submissive gte 1150>>
	"Excuse me <<sircomma>>" you say, tugging on <<his>> sleeve. "I like being helpful. Can I take a picture for you?"
<<elseif $submissive lte 850>>
	"New in town?" you say. "You look like you could use a hand. How about I take a picture for you?"
<<else>>
	"Hello," you say. "I can take a picture for you if you like."
<</if>>

<<He>> smiles. "How sweet of you to offer. Here you go," <<he>> hands you the camera and steps several feet away from you.
<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>

<<if $rng gte 61>>
	<<He>> turns sooner than you'd hoped. "Hey!" <<he>> shouts. "Give that back!" You break into a run. <<He>> runs after you.
	<<gstress>><<stress 6>><<tiredness 12>><<gtiredness>>

	<<if $physique gte $rng * 100 + 6000>>
		You run around stalls and try to shake <<himcomma>> and succeed. You find a quiet spot and examine the camera.
		<<if $rng gte 81>>
			Looks pretty expensive. You should be able to get something for it.
			<<set $blackmoney += 30>><<crimeup 30>>
		<<elseif $rng gte 61>>
			It's a fairly common example, but should be worth something.
			<<set $blackmoney += 15>><<crimeup 25>>
		<<elseif $rng gte 41>>
			It's a budget item for sure, but not worthless.
			<<set $blackmoney += 10>><<crimeup 10>>
		<<elseif $rng gte 21>>
			It's pretty tacky looking, can't be worth much.
			<<set $blackmoney += 5>><<crimeup 5>>
		<<else>>
			It's a tacky thing, not worth the plastic it's made of.
		<</if>>

		<<endevent>>
		<<link [[Next|Connudatus Street]]>><</link>>

	<<else>>
		You run around stalls and try to shake <<himcomma>> but fail. <<He>> chases you into an alley. You round a corner and find a fence blocking your path. The <<person>> stops behind you.

		"They said the <<girls>> in this town were weak and submissive," <<he>> rolls up <<his>> sleeves. "I think I need to show you your place."

		<<link [[Throw the camera|Connudatus Camera Throw]]>><</link>>

		<<link [[Stand your ground|Connudatus Camera Molestation]]>><<set $molestationstart to 1>><</link>>

	<</if>>
<<else>>
	<<He>> turns just in time to see you disappear into the crowd.

	You find a quiet spot and examine the camera.
	<<if $rng gte 81>>
		Looks pretty expensive. You should be able to get something for it.
		<<set $blackmoney += 30>><<crimeup 30>>
	<<elseif $rng gte 61>>
		It's a fairly common example, but should be worth something.
		<<set $blackmoney += 15>><<crimeup 25>>
	<<elseif $rng gte 41>>
		It's a budget item for sure, but not worthless.
		<<set $blackmoney += 10>><<crimeup 10>>
	<<elseif $rng gte 21>>
		It's pretty tacky looking, can't be worth much.
		<<set $blackmoney += 5>><<crimeup 5>>
	<<else>>
		It's a tacky thing, not worth the plastic it's made of.
	<</if>>
	<<endevent>>

	<<link [[Next|Connudatus Street]]>><</link>>

<</if>>

:: Connudatus Camera Throw [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
You throw the camera behind <<himstop>> <<He>> runs after it. "If you've broken it, I'll break you," <<he>> says as it bounces along the ground. You climb the fence and haul yourself over to the other side while <<hes>> distracted. You're long gone by the time <<he>> turns around.

<<link [[Next|Connudatus Street]]>><<endevent>><</link>>

:: Connudatus Camera Molestation [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>><<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyhealth lte 0>>
	<<link [[Next|Connudatus Camera Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Connudatus Camera Molestation Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Connudatus Camera Molestation]]>><</link>><<nexttext>>
<</if>>

:: Connudatus Camera Molestation Finish [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	"That's it," <<he>> says. "That's why I'm here. You can keep the camera whore, I'll just buy another." <<He>> leaves the way <<he>> came.

	<<clotheson>>
<<elseif $enemyhealth lte 0>>
	You shove <<him>> to the ground and start climbing the fence. By the time <<hes>> on <<his>> feet you've escaped. You keep moving for a while then find a quiet place where you won't be disturbed.

	<<clotheson>>
<<else>>
<</if>>

You examine the camera.
<<if $rng gte 81>>
	Looks pretty expensive. You should be able to get something for it.
	<<set $blackmoney += 30>><<crimeup 30>>
<<elseif $rng gte 61>>
	It's a fairly common example, but should be worth something.
	<<set $blackmoney += 15>><<crimeup 25>>
<<elseif $rng gte 41>>
	It's a budget item for sure, but not worthless.
	<<set $blackmoney += 10>><<crimeup 10>>
<<elseif $rng gte 21>>
	It's pretty tacky looking, can't be worth much.
	<<set $blackmoney += 5>><<crimeup 5>>
<<else>>
	It's a tacky thing, not worth the plastic it's made of.
<</if>>

<<endcombat>>
<<link [[Next|Connudatus Street]]>><</link>>

:: Connudatus Car [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from such an easy target.
<</if>>
<<if $rng gte 51>>
	You walk up to the open car and pick up the <<wallet>> like you have every right to, just as the <<person>> exits the building. <<He>> hasn't seen you yet but <<he>> soon will.
	<<gstress>><<stress 6>>

	<<link [[Run|Connudatus Car Run]]>><<crimeup 30>><</link>><<crime>>

	<<link [[Hide in the car|Connudatus Car Hide]]>><</link>>

	<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>

<<else>>
	You walk up to the open car and pick up the <<wallet>> like you have every right to. When the <<person>> returns <<he>> drives away without noticing anything wrong.

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Car Run [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
You run, <<wallet>> in hand. It takes the <<person>> a moment to react, time enough for you to disappear in the crowded street.

<<connudatuswallet>>
<<endevent>>

:: Connudatus Car Hide [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
With the <<wallet>> in hand you dive into the car and crawl beneath the back seat.
<<if $rng gte 51>>
	The <<person>> sits down and starts the engine, unaware that <<his>> <<wallet>> is missing or that <<he>> has a passenger.

	You hide beneath the seat as the car bumps along the road. You don't wait long before <<he>> pulls to a stop. You hear a gate open and the car drives a bit more, before stopping once more. The driver leaves the car, this time shutting the door.

	You peek out the window. You're in one of the compounds on Elk Street. A chain link fence towers around the edge, protecting several red brick buildings. You climb out of the car.

	<<pass 5>>
	You open the <<walletstop>> It's empty.

	<<endevent>>
	<<link [[Look around|Elk Compound]]>><</link>>

<<else>>
	The <<person>> sits down, looks around, then climbs back out. <<He>> must think <<he>> left <<his>> <<wallet>> in the building.

	You rise from your hiding place and escape the car before <<he>> returns.

	<<connudatuswallet>>
	<<endevent>>
<</if>>

:: Connudatus Street Bench [nobr]

<<set $outside to 1>><<set $location to "town">><<effects>>
<<if $rng gte 61>>
	You walk behind the bench, reach over and take the <<wallet>> from its seat.
	<<stress 6>><<gstress>>
	<<if $worn.upper.type.includes("naked")>>
		The <<person>> tries to grab you, but you shake <<him>> free and run to safety.

	<<else>>
		The <<person>> grabs your $worn.upper.name.
		<<set $worn.upper.integrity -= 10>>
		<<if $worn.upper.integrity lte 0>>
			You pull away from <<himcomma>> but your clothing tears free in <<his>> grip. <<integritycheck>><<exposure>><<covered>> You run to safety.
		<<else>>
			You shake <<him>> free, but hear your $worn.upper.name tear slightly. You run to safety.
		<</if>>

	<</if>>
	<<if $skulduggery lte 300>>
		<<skulduggeryskilluse>>
	<<else>>
		There's nothing more you can learn from such an easy target.
	<</if>>

	<<connudatuswallet>>
	<<endevent>>
<<else>>
	You walk behind the bench, reach over and take the <<wallet>> without the <<person>> even noticing.

	<<if $skulduggery lte 300>>
		<<skulduggeryskilluse>>
	<<else>>
		There's nothing more you can learn from such an easy target.
	<</if>>

	<<connudatuswallet>>
	<<endevent>>
<</if>>


code:
:: Dance Studio Register [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Dance Studio Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Dance Studio]]>><</link>>

:: Dance Studio Register Sneak [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $dancestudiotheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's £<<print ($tip / 100)>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Dance Studio]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Dance Studio]]>><</link>>

<</if>>

:: Ocean Breeze Register [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Ocean Breeze Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Ocean Breeze]]>><</link>>

:: Ocean Breeze Register Sneak [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $oceanbreezetheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's £<<print ($tip / 100)>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Ocean Breeze]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Ocean Breeze]]>><</link>>

<</if>>

:: Strip Club Register [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Strip Club Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Strip Club]]>><</link>>

:: Strip Club Register Sneak [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>

<<set $stripclubtheft to 1>>

<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's £<<print ($tip / 100)>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Strip Club]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Strip Club]]>><</link>>

<</if>>

:: Clothing Shop Register [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Clothing Shop Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Clothing Shop]]>><</link>>

:: Clothing Shop Register Sneak [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $clothingshoptheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's £<<print ($tip / 100)>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Clothing Shop]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Clothing Shop]]>><</link>>

<</if>>

:: Hairdressers Register [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Hairdressers Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Hairdressers]]>><</link>>

:: Hairdressers Register Sneak [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $hairdresserstheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's £<<print ($tip / 100)>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Hairdressers]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Hairdressers]]>><</link>>

<</if>>

:: Tailor Register [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.

<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Tailor Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

<</if>>
<<link [[Leave|Tailor Shop]]>><</link>>

:: Tailor Register Sneak [nobr]

<<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $tailortheft to 1>>
<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's £<<print ($tip / 100)>>.

<<if $skulduggery lt 300>>
	<<skulduggeryskilluse>>
<<else>>
	There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
	<<skulshopevents>>
<<else>>
	<<link [[Take it|Tailor Shop]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

	<<link [[Leave it|Tailor Shop]]>><</link>>

<</if>>

:: Pet Shop Register [nobr]
<<set $outside to 0>><<effects>><<set $lock to 200>>

A standard cash register sits on a counter. It's locked tight.

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Pet Shop Register Sneak]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Pet Shop]]>><</link>>

:: Pet Shop Register Sneak [nobr]
<<set $outside to 0>><<effects>><<set $lock to 200>>

<<set $petshoptheft to 1>>

<<set $tip to random(3000, 9000)>>
<<set $tip to Math.round($tip)>>
You deftly open the cash register and count out the money inside.
There's £<<print ($tip / 100)>>.

<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
There's nothing more you can learn from locks this simple.
<</if>>

<<if $rng gte 86>>
<<skulshopevents>>
<<else>>

<<link [[Take it|Pet Shop]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</link>><<crime>>

<<link [[Leave it|Pet Shop]]>><</link>>

<</if>>

:: Skulduggery Shop Comply [nobr]

<<set $outside to 0>><<effects>>
You nod meekly and step away from the register. <<He>> takes the money and pockets it before escorting you outside. "I don't
want to see you around this place at night again, got that?" <<He>> leaves you in front of the building.

<<endevent>>
<<destinationeventend>>

:: Skulduggery Shop Run [nobr]

<<set $outside to 0>><<effects>>
<<if $physique gte $rng * 100 + 6000>>
	You snatch the money from the register and run. <<He>> lunges for you, but you dodge <<his>> hand, leaving <<him>> sprawled on the floor.

	You run from the building, down the street and into an alley. You got away.
	<<set $money += $tip>><<set $crime += ($tip / 100)>>

	<<endevent>>
	<<destinationeventend>>
<<else>>
	You snatch the money from the register and run. <<He>> lunges for you, and clutches your ankle, leaving you sprawled on the floor.

	"Now I've really got you," <<he>> says as <<he>> climbs on top of you.

	<<link [[Next|Skulduggery Shop Rape]]>><<set $molestationstart to 1>><</link>>

<</if>>

:: Skulduggery Shop Seduce [nobr]

<<set $outside to 0>><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>

<<if $seductionskill lt 1000>>You feel more confident in your powers of seduction.<</if>>
<<seductionskilluse>>

"Perhaps we can make a trade," you croon. "I know what you were doing back there, in the back of the building. I can smell it on you."<<promiscuity4>>
<<if $seductionrating gte $seductionrequired>>
	The <<person>> blushes and steps away from you. You walk closer, flash <<him>> a mischievous grin and wrap your arms around <<his>> waist.

	<<link [[Next|Skulduggery Shop Sex]]>><<set $sexstart to 1>><</link>>

<<else>>
	"Nice try, harlot," the <<person>> growls. "You're lucky I'm in a good mood. Get out, and don't let me catch you around here again." <<He>> watches you leave the building.

	<<endevent>>
	<<destinationeventend>>
<</if>>

:: Skulduggery Shop Rape [nobr]

<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>
	<<set $event to "molestationhome">>
	<<man1init>>
	<<set $enemyanger += 50>><<set $enemytrust -= 50>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $enemyhealth lte 0>>
	<<link [[Next|Skulduggery Shop Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Skulduggery Shop Rape Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
	<<link [[Next|Skulduggery Shop Rape Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Skulduggery Shop Rape]]>><</link>><<nexttext>>
<</if>>

:: Skulduggery Shop Rape Finish [nobr]

<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> snatches the money away from you. "I won't report your little break-in if you don't report what happened here. Got it?" <<He>> pulls you to your feet and shoves you outside.

	<<tearful>> you gather yourself.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<else>>
	You kick <<him>> away from you. <<tearful>> you scramble to your feet and dash from the building.
	<<set $money += $tip>><<set $crime += ($tip / 100)>>

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<</if>>

:: Skulduggery Shop Sex [nobr]

<<if $sexstart is 1>>
	<<set $sexstart to 0>>
	<<consensual>>
	<<set $consensual to 1>>
	<<neutral 1>>
	<<set $event to "molestationhome">>
	<<man1init>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>

<<actionsman>>
<<if $finish is 1>>
	<<link [[Next|Skulduggery Shop Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
	<<link [[Next|Skulduggery Shop Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Skulduggery Shop Sex Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Skulduggery Shop Sex]]>><</link>><<nexttext>>
<</if>>

:: Skulduggery Shop Sex Finish [nobr]

<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
	<<ejaculation>>
	<<He>> avoids eye contact as <<he>> fixes <<his>> clothes. <<tearful>> you walk from the building, taking the money from the register as you do. You slap <<his>> ass on the way out, making <<him>> flinch.

	<<set $money += $tip>><<set $crime += ($tip / 100)>>
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
	You kick <<him>> away from you. <<tearful>> you scramble to your feet and dash from the building, snatching the money on the way out.

	<<set $money += $tip>><<set $crime += ($tip / 100)>>
	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<<else>>
	<<He>> avoids eye contact as <<he>> fixes <<his>> clothes, but stands in front of the register.

	<<tearful>> you leave the building.

	<<clotheson>>
	<<endcombat>>
	<<destinationeventend>>
<</if>>

repo_name: ammm/more

license: mit


code:
:: Widgets Skulduggery Shops [widget]
<<widget "skulshopevents">><<nobr>>
<<generate1>><<person1>>
You hear footsteps, and a figure looms out of the dark. <<Hes>> wearing a police officer's uniform. "Gotcha," <<he>> says. "Step away from the cash register."

<<link [[Comply|Skulduggery Shop Comply]]>><</link>>

<<link [[Run|Skulduggery Shop Run]]>><</link>><<crime>>

<<if $promiscuity gte 55>>
<<link [[Seduce|Skulduggery Shop Seduce]]>><</link>><<promiscuous4>><<crime>>

<</if>>

<</nobr>><</widget>>


code:
:: Widgets Avery [widget]
<<widget "streetavery">><<nobr>>

<<if $NPCName[$NPCNameList.indexOf("Avery")].init isnot 1>><<set $NPCName[$NPCNameList.indexOf("Avery")].init to 1>>
<<npc Avery>><<generate2>><<generate3>>A <<person2>><<person>> blocks your path. You try to walk around <<himcomma>> but <<he>> steps in your way. "What's a <<girl>> like you doing walking alone?" <<he>> asks. "You're gonna get hurt." <<He>> grasps your arm and tries to pull you with <<himcomma>> until a <<person1>><<if $pronoun is "m">>man<<else>>woman<</if>> taps <<person2>><<him>> on the shoulder.

"Walk away," the newcomer says. "Now."

The <<person2>><<person>> glares back for a moment, but then looks down, releases your arm, and walks away.

<<endevent>><<npc Avery>><<person1>>
The newcomer turns to you. "You okay?" <<he>> asks. "I'm Avery." <<He>> hesitates. "This is a little out of nowhere, but would you like to get a drink? I know this cute little place."

<<link [[Accept (0:30)|Park Lichen Accept]]>><<pass 30>><</link>>

<<link [[Refuse|Park Lichen Refuse]]>><</link>>

<<elseif $averydatemissed is 1>><<set $averydatemissed to 0>>
	 <<if $NPCName[$NPCNameList.indexOf("Avery")].rage gte random(20, 100)>><<set $averyragerevealed to 1>>

<<npc Avery>><<person1>>A car pulls up beside you. A <<if $pronoun is "m">>man<<else>>woman<</if>> steps out. It's Avery. "You stood me up," <<he>> says. <<He>> opens a passenger door and glares at you. "Made me look like a fool. Get in."<<gggarage>><<npcincr Avery rage 15>>

<<link [[Get in|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>

<<link [[Refuse|Street Avery Refuse]]>><</link>><<gggarage>><<lllove>>

	 <<else>>
<<npc Avery>><<person1>>A car pulls up beside you. A <<if $pronoun is "m">>man<<else>>woman<</if>> leans out. It's Avery. "I haven't forgiven you for standing me up," <<he>> says. "Maybe you could make it up to me. I've booked another table. How about it?"<<ggarage>><<npcincr Avery rage 10>>

<<link [[Yes|Street Avery Yes]]>><<npcincr Avery love 1>><</link>><<glove>>

<<link [[No|Street Avery No]]>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>

	<</if>>
<<else>>

<<npc Avery>><<person1>>A car pulls up beside you. A <<if $pronoun is "m">>man<<else>>woman<</if>> leans out. It's Avery. "I was hoping to spot you," <<he>> smiles. "Would you let me take you out to dinner tonight? I've booked a table."

<<link [[Yes|Street Avery Yes]]>><<npcincr Avery love 1>><</link>><<glove>>

<<link [[No|Street Avery No]]>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>

<</if>>

<</nobr>><</widget>>

<<widget "averyscore">><<nobr>>

<<set $NPCName[$NPCNameList.indexOf("Avery")].love = Math.clamp($NPCName[$NPCNameList.indexOf("Avery")].love, 0, 100)>>
<<set $NPCName[$NPCNameList.indexOf("Avery")].rage = Math.clamp($NPCName[$NPCNameList.indexOf("Avery")].rage, 0, 100)>>

<<set $endear = Math.clamp($endear, 0, 100)>>

Avery's impression

Love:

<<if $NPCName[$NPCNameList.indexOf("Avery")].love gte 100>>
S
<<elseif $NPCName[$NPCNameList.indexOf("Avery")].love gte 80>>
A
<<elseif $NPCName[$NPCNameList.indexOf("Avery")].love gte 60>>
B
<<elseif $NPCName[$NPCNameList.indexOf("Avery")].love gte 40>>
C
<<elseif $NPCName[$NPCNameList.indexOf("Avery")].love gte 20>>
D
<<else>>
F
<</if>>

Endearment:

<<if $endear gte 80>>
S
<<elseif $endear gte 50>>
A
<<elseif $endear gte 40>>
B
<<elseif $endear gte 30>>
C
<<elseif $endear gte 10>>
D
<<else>>
F
<</if>>

<</nobr>><</widget>>

:: Street Avery Yes [nobr]
<<effects>>
<<set $averydate to 1>>
<<He>> smiles. "Good. I'll pick you up from Domus Street at eight. Oh, and be sure to wear something formal, the restaurant has a dress code. <<He>> drives away.

<<endevent>>
<<destinationeventend>>

:: Street Avery No [nobr]
<<effects>>

<<if $NPCName[$NPCNameList.indexOf("Avery")].rage gte random(20, 100)>><<set $averyragerevealed to 1>>

<<He>> stares at you a moment while squeezing the steering wheel. <<He>> steps onto the pavement and opens one of the passenger doors. "Get in," <<he>> says.<<gggarage>><<npcincr Avery rage 15>>

<<link [[Get in|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>

<<link [[Refuse|Street Avery Refuse]]>><<pain 5>><</link>><<gggarage>><<lllove>><<gpain>>

<<else>>
"Suit yourself," <<he>> says. <<He>> drives away.

<<endevent>>
<<destinationeventend>>

<</if>>

:: Street Avery Refuse [nobr]
<<effects>>

"I said," <<he>> snarls. "Get in the fucking car." <<He>> grasps your hair and tries to pull you into the vehicle.

<<link [[Get in|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>

<<link [[Fight|Street Avery Fight]]>><<set $fightstart to 1>><</link>><<gggarage>><<lllove>>

:: Street Avery Fight [nobr]
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>><<set $NPCList[0].lefthand to "hair">>
<<set $rescue to 1>>
<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Street Avery Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Street Avery Fight Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
<<link [[Next|Street Avery Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<link [[Next|Street Avery Fight Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Avery Fight]]>><</link>><<nexttext>>
<</if>>

:: Street Avery Fight Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

<<He>> gasps and leans back against the car.

<<tearful>> you seize your chance and escape to a busier part of the street.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

<<He>> recoils and falls back against <<his>> car.

<<tearful>> you seize your chance and escape to a busier part of the street.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $rescue is 1 and $alarm is 1>>

<<He>> glances around at the heads turning in response to your cry, and backs away from you. "I'll see you later," <<he>> sneers as <<he>> climbs into <<his>> car.

<<tearful>> you watch <<him>> drive away.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<else>>

<<tearful>> you stagger, too hurt to continue fighting. Avery drags you into the back seat of the car.

<<clotheson>>
<<endcombat>>

<<link [[Next|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>

<</if>>

:: Street Avery Rape Drive [nobr]
<<effects>>
<<endevent>><<npc Avery>><<person1>>
Avery slams the door after you, then gets in the front. The doors lock as you drive away.

"I can't believe you," <<he>> says. "Showing me up like that. In public." <<He>> glares at you over <<his>> shoulder. "You don't appreciate me? Fine. We'll skip to the end."

<<He>> pulls into an alley and stops the car. <<He>> unbuckles <<his>> seat and climbs into the back with you.

<<link [[Next|Street Avery Rape]]>><<set $molestationstart to 1>><</link>>

:: Street Avery Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemytrust -= 40>><<set $enemyanger += $averyrage>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Street Avery Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Street Avery Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Street Avery Rape]]>><</link>><<nexttext>>
<</if>>

:: Street Avery Rape Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

Avery opens the door and shoves you onto the pavement. The engine growls into life a moment later, and <<he>> drives away.<<larage>><<npcincr Avery rage -5>>

<<tearful>> you climb to your feet.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<else>>

Avery recoils in pain. "Fuck," <<he>> says. "Fucking <<bitchstop>> Be like that then." <<He>> climbs onto the front seat and unlocks the doors. "Get out."<<ggarage>><<npcincr Avery rage 5>>

<<tearful>> you climb from the car. The engine growls into life and <<he>> drives away.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Avery Date [nobr]
<<effects>>
<<set $averydateattended to 1>><<set $endear to 0>>
<<npc Avery>><<person1>>Avery looks up as you approach. <<if $pronoun is "m">><<He>> wears a smart suit.<<else>><<He>> wears a fancy gown.<</if>> "There you are," <<he>> says.

<<if $worn.upper.type.includes("formal") or $worn.lower.type.includes("formal")>>
	"You look <<if $player.appearance is "m">>handsome<<else>>beautiful<</if>>."

	<<link [[Compliment|Avery Date Compliment]]>><<npcincr Avery love 1>><</link>><<glove>>

	<<link [[Smile|Avery Date Smile]]>><<set $endear += 10>><</link>><<gendear>>

<<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>

	Avery raises <<his>> eyebrows at your scandalous appearance. "My, you certainly know how to set expectations. Let's skip dinner and get right to it."

	<<link [[Go with Avery|Avery Date 5]]>><<npcincr Avery love 5>><<set $endear += 30>><</link>><<gendear>><<glove>>

	<<link [[Change mind and go home|Avery Date Refuse]]>><</link>>

<<else>>
	<<if $avery_misdressed gte 3>>
		Avery eyes your state of dress and smiles. It doesn't touch <<his>> eyes. "I don't think dinner's even on your mind. Let's get to it, shall we?"<<npcincr Avery rage -5>><<set $endear -= 5>><<npcincr Avery love -3>><<larage>><<lendear>><<llove>>

		<<set $avery_misdressed += 1>>
	<<link [[Go with Avery|Avery Date 5]]>><<npcincr Avery love 1>><</link>><<glove>>

	<<link [[Change mind and go home|Avery Date Refuse]]>><</link>>

	<<elseif $avery_misdressed gte 2>>
		Avery eyes your dress. Anger flashes across <<his>> face. "Since you can't follow directions, let's skip dinner. You can entertain me in other ways."<<npcincr Avery rage 5>><<set $endear -= 5>><<npcincr Avery love -3>><<garage>><<lendear>><<llove>>

		<<link [[Go with Avery|Avery Date 5]]>><<set $avery_misdressed += 1>><</link>>

		<<link [[Change mind and go home|Avery Date Refuse]]>><</link>>

	<<elseif $avery_misdressed gte 1>>
		Avery eyes your dress and frowns. "We've talked about this before. You're not dressed appropriately for where we're going. Go put something formal on; I'm hungry and want to get to dinner."<<npcincr Avery rage 5>><<set $endear -= 5>><<garage>><<lendear>>

		<<set $avery_misdressed += 1>>
		<<link [[Go get changed|Domus Street]]>><</link>>

	<<else>>
		Avery eyes your dress and smirks. "You're not really dressed appropriately for where we're going. Why don't you run to the store and get something more formal. Here's $150. Don't tarry. I'm hungry."

		<<set $money += 15000>>
		<<set $avery_misdressed to 1>>
		<<link [[Go get changed|Domus Street]]>><</link>>

	<</if>>
<</if>>

:: Avery Date Compliment [nobr]
<<effects>>
<<pass 20>>
<<if $submissive gte 1150>>
"You look much better than me," you say.
<<elseif $submissive lte 850>>
"That makes two of us," you say.
<<else>>
"You look wonderful too," you say.
<</if>>

<<He>> laughs and opens the door beside <<himstop>> "Get in. It's not far."

<<He>> drives you to Connudatus Street, and parks outside a restaurant. <<He>> takes your hand and leads you into the building.

<<link [[Next|Avery Date 2]]>><</link>>

:: Avery Date Smile [nobr]
<<effects>>
<<pass 20>>
You smile at <<himstop>> <<He>> smiles back. "You're so sweet," <<he>> says as <<he>> opens the door beside <<himstop>> "Get in. It's not far."

<<He>> drives you to Connudatus Street and parks outside a restaurant. <<He>> takes your hand and leads you into the building.

<<link [[Next|Avery Date 2]]>><</link>>

:: Avery Date 2 [nobr]
<<effects>>
<<pass 20>>
<<generate2>><<person2>>A <<person>> greets Avery and you. "Aha," <<he>> says. "It's nice to see you again, <<person1>><<sirstop>> And your friend." <<person2>><<He>> smiles at you. "Right this way."

<<He>> leads you to a small table on the second floor, beside the window. "I'll be back with the menu," <<he>> says.

When <<he>> returns <<he>> isn't carrying a menu, though, but a bottle of wine. <<He>> waits for your prompt before pouring. Avery smiles at you. "It's good. Trust me."

<<person1>>

<<link [[Drink Avery's preferred wine|Avery Date Wine]]>><<set $drunk += 120>><<set $drugged += 180>><<set $endear += 10>><<npcincr Avery love 1>><</link>><<glove>><<gendear>><<garousal>>

<<link [[Let them pour, but don't drink it|Avery Date No Wine]]>><</link>>

<<link [[Ask for a different drink|Avery Date Drink]]>><<set $submissive -= 1>><<npcincr Avery rage 5>><<set $endear -= 5>><</link>><<garage>><<lendear>>

:: Avery Date Wine [nobr]
<<effects>>
You take a sip as Avery's drink is poured. It makes you feel light-headed. And warm.

The <<person2>><<person>> returns once more, this time with the main menu. Just the one. <<He>> hands it to Avery. <<person1>>"I know what you'll like," Avery says. <<if $averyragerevealed is 1>>"Something that preserves your figure."<</if>>

<<link [[Let Avery order for you|Avery Date Order]]>><<set $phase to 0>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>

<<link [[Choose something cheap|Avery Date Cheap]]>><<set $phase to 1>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<lendear>><<lstress>>

<<link [[Choose something expensive|Avery Date Expensive]]>><<set $phase to 2>><<set $endear -= 10>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<stress -18>><</link>><<llove>><<garage>><<llendear>><<llstress>>

:: Avery Date No Wine [nobr]
<<effects>>
You sniff the drink, but it put it back down. Avery takes a sip of <<his>> own. <<He>> looks at your glass, but if <<hes>> bothered by your hesitance <<he>> doesn't mention it.

The <<person2>><<person>> returns once more, this time with the main menu. Just the one. <<He>> hands it to Avery. <<person1>>"I know what you'll like," Avery says. <<if $averyragerevealed is 1>>"Something that preserves your figure."<</if>>

<<link [[Let Avery order for you|Avery Date Order]]>><<set $phase to 0>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>

<<link [[Choose something cheap|Avery Date Cheap]]>><<set $phase to 1>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<lendear>><<lstress>>

<<link [[Choose something expensive|Avery Date Expensive]]>><<set $phase to 2>><<set $endear -= 10>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<stress -18>><</link>><<llove>><<garage>><<llendear>><<llstress>>

:: Avery Date Drink [nobr]
<<effects>>

<<if $submissive gte 1150>>
"N-no," you say. "I'd like something else."
<<elseif $submissive lte 850>>
"I didn't ask for that," you say. "Get me a drinks menu."
<<else>>
"No thank you," you say. "I'd like something else to drink."
<</if>>

The <<person2>><<person>> looks to Avery for confirmation. Avery frowns, but nods. <<He>> fetches a drinks menu and you choose a sweet soft drink.

<<person1>>

The <<person2>><<person>> returns once more, this time with the main menu. Just the one. <<He>> hands it to Avery. <<person1>>"I know what you'll like," Avery says. <<if $averyragerevealed is 1>>"Something that preserves your figure."<</if>>

<<link [[Let Avery order for you|Avery Date Order]]>><<set $phase to 0>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>

<<link [[Choose something cheap|Avery Date Cheap]]>><<set $phase to 1>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<lendear>><<lstress>>

<<link [[Choose something expensive|Avery Date Expensive]]>><<set $phase to 2>><<set $endear -= 10>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<stress -18>><</link>><<llove>><<garage>><<llendear>><<llstress>>

:: Avery Date Order [nobr]
<<effects>>

Avery orders a salad for you, and a fish soup for <<himselfstop>>

<<He>> leans back and regards the restaurant.

<<if $rng gte 51 and $NPCName[$NPCNameList.indexOf("Avery")].love gte 20>>

Something prods your groin. Then again. It rubs up and down. You glance under the table. Avery has removed <<his>> shoe and is molesting you with <<his>> foot. <<His>> face give no clue of what <<hes>> up to.

<<link [[Enjoy it|Avery Date Enjoy]]>><<set $endear += 10>><</link>><<promiscuous1>><<gendear>>

	<<if $promiscuity gte 15>>
	<<link [[Return the favour|Avery Date Return]]>><<npcincr Avery love 1>><</link>><<promiscuous2>><<glove>>

	<</if>>
<<link [[Kick away|Avery Date Kick]]>><<set $submissive -= 1>><<npcincr Avery love -1>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<llove>><<lendear>>

<<else>>

<<He>> starts talking about all the paperwork <<he>> has to do for work. It's not very interesting.

<<link [[Change the subject|Avery Date Change]]>><<npcincr Avery love -1>><</link>><<llove>>

<<link [[Smile and nod|Avery Date Nod]]>><<npcincr Avery love 1>><<set $endear += 10>><<tiredness 1>><</link>><<gtiredness>><<glove>><<gendear>>

<<link [[Fidget|Avery Date Fidget]]>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 1>><</link>><<garage>><<lendear>><<lstress>>

<</if>>

:: Avery Date Cheap [nobr]
<<effects>>

<<if $submissive gte 1150>>
"B-but," you say. "I want to choose my own food. Please."
<<elseif $submissive lte 850>>
"I can choose my own food," you say. "Thank you very much." You hold out your hand for the menu.
<<else>>
"I want to choose my own food," you say.
<</if>>

You order a sandwich. Avery seems irritated, but doesn't say anything. <<He>> orders a fish soup for <<himselfstop>>

<<He>> leans back and regards the restaurant.

<<if $rng gte 51 and $NPCName[$NPCNameList.indexOf("Avery")].love gte 20>>

Something prods your groin. Then again. It rubs up and down. You glance under the table. Avery has removed <<his>> shoe and is molesting you with <<his>> foot. <<His>> face give no clue of what <<hes>> up to.

<<link [[Enjoy it|Avery Date Enjoy]]>><<set $endear += 10>><</link>><<promiscuous1>><<gendear>>

	<<if $promiscuity gte 15>>
	<<link [[Return the favour|Avery Date Return]]>><<npcincr Avery love 1>><</link>><<promiscuous2>><<glove>>

	<</if>>
<<link [[Kick away|Avery Date Kick]]>><<set $submissive -= 1>><<npcincr Avery love -1>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<llove>><<lendear>>

<<else>>

<<He>> starts talking about all the paperwork <<he>> has to do for work. It's not very interesting.

<<link [[Change the subject|Avery Date Change]]>><<npcincr Avery love -1>><</link>><<llove>>

<<link [[Smile and nod|Avery Date Nod]]>><<npcincr Avery love 1>><<set $endear += 10>><<tiredness 1>><</link>><<gtiredness>><<glove>><<gendear>>

<<link [[Fidget|Avery Date Fidget]]>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 1>><</link>><<garage>><<lendear>><<lstress>>

<</if>>

:: Avery Date Expensive [nobr]
<<effects>>

<<if $submissive gte 1150>>
"B-but," you say. "I want to choose my own food. Please."
<<elseif $submissive lte 850>>
"I can choose my own food," you say. "Thank you very much." You hold out your hand for the menu.
<<else>>
"I want to choose my own food," you say.
<</if>>

You order the most expensive thing on the menu. Which turns out to be a fish soup. Avery bristles, but orders <<himself>> the same.

<<He>> leans back and regards the restaurant.

<<if $rng gte 51 and $NPCName[$NPCNameList.indexOf("Avery")].love gte 20>>

Something prods your groin. Then again. It rubs up and down. You glance under the table. Avery has removed <<his>> shoe and is molesting you with <<his>> foot. <<His>> face give no clue of what <<hes>> up to.

<<link [[Enjoy it|Avery Date Enjoy]]>><<set $endear += 10>><</link>><<promiscuous1>><<garousal>><<gendear>>

	<<if $promiscuity gte 15>>
	<<link [[Return the favour|Avery Date Return]]>><<npcincr Avery love 1>><</link>><<promiscuous2>><<garousal>><<glove>>

	<</if>>
<<link [[Kick away|Avery Date Kick]]>><<set $submissive -= 1>><<npcincr Avery love -1>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<llove>><<lendear>>

<<else>>

<<He>> starts talking about all the paperwork <<he>> has to do for work. It's not very interesting.

<<link [[Change the subject|Avery Date Change]]>><<npcincr Avery love -1>><</link>><<llove>>

<<link [[Smile and nod|Avery Date Nod]]>><<npcincr Avery love 1>><<set $endear += 10>><<tiredness 1>><</link>><<gtiredness>><<glove>><<gendear>>

<<link [[Fidget|Avery Date Fidget]]>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 1>><</link>><<garage>><<lendear>><<lstress>>

<</if>>

:: Avery Date Enjoy [nobr]
<<effects>>
<<pass 20>>
You lean back and let Avery continue. <<He>> looks out the window with a blank expression as your arousal builds.<<promiscuity1>>

<<arousal 30>>
<<if $arousal gte 10000>>
<<orgasmpassage>>

Your moans turn a few heads. Avery withdraws <<his>> foot and winks just as the food arrives.<<gggendear>><<set $endear += 30>>

<<else>>

<<He>> withdraws <<his>> foot and leans forward just as the food arrives.

<</if>>

<<link [[Next|Avery Date 3]]>><</link>>

:: Avery Date Return [nobr]
<<effects>>
<<pass 20>>
You raise your leg above <<his>> and follow <<his>> example. <<He>> frowns in surprise, but then smiles.<<promiscuity2>>

<<arousal 30>>
<<if $arousal gte 10000>>
<<orgasmpassage>>

Your moans turn a few heads. Avery withdraws <<his>> foot and winks just as the food arrives.<<gggendear>><<set $endear += 30>>

<<else>>

<<He>> withdraws <<his>> foot and leans forward just as the food arrives.

<</if>>

<<link [[Next|Avery Date 3]]>><</link>>

:: Avery Date Kick [nobr]
<<effects>>
<<pass 20>>
You kick <<his>> leg away, freeing your <<genitals>> from <<his>> molestation. <<He>> frowns out the window.

The food soon arrives.

<<link [[Next|Avery Date 3]]>><</link>>

:: Avery Date Change [nobr]
<<effects>>
<<pass 20>>

You succeed in steering the topic away from something so dull, but have trouble finding anything else <<hes>> interested in. It seems <<he>> spends most of <<his>> waking life working.

The food soon arrives.

<<link [[Next|Avery Date 3]]>><</link>>

:: Avery Date Nod [nobr]
<<effects>>
<<pass 20>>

You tune out the noise, but smile and nod. Avery seems satisfied.

The food soon arrives.

<<link [[Next|Avery Date 3]]>><</link>>

:: Avery Date Fidget [nobr]
<<effects>>
<<pass 20>>

You play with your cutlery, your napkin, and whatever else your hands find on the table. "Don't fidget," Avery says. "You'll make us both look bad."

The food soon arrives.

<<link [[Next|Avery Date 3]]>><</link>>

:: Avery Date 3 [nobr]
<<effects>>
<<pass 20>>
<<if $phase is 0>>

The salad is nice, but the smell of Avery's fish soup wafts over and makes you wish you had something heartier.

<<elseif $phase is 1>>

The sandwich is nice, and bigger than you expected given the price. Avery seems to be enjoying <<his>> fish soup.

<<elseif $phase is 2>>

The soup is delicious. Avery seems to enjoy <<his>> too.

<</if>>

<<He>> chats between spoonfuls, stopping now and then to wave at patrons <<he>> recognises. They're all well-dressed.

<<if $endear gte 30>>
"Thank you for the pleasant evening," <<he>> says after dropping <<his>> spoon into the empty bowl. <<He>> takes your hand and leads you from the restaurant. <<He>> opens the door of <<his>> car for you.
<<elseif $endear gte 0>>
"You don't have to be so difficult," <<he>> says after dropping <<his>> spoon into the empty bowl. "Try not to embarrass me on the way out." You leave the restaurant together, and climb into <<his>> car.
<<else>>
<<He>> drops <<his>> spoon into the empty bowl and stands without a word. <<He>> grasps your arm and pulls you from the restaurant. <<He>> shoves you into <<his>> car.
<</if>>

<<link [[Next|Avery Date 4]]>><</link>>

:: Avery Date 4 [nobr]
<<effects>>
<<endevent>><<npc Avery>><<person1>>
<<averyscore>>

Avery drives you home. Once back at the orphanage <<he>> opens <<his>> heavy <<wallet>> and thumbs through the cash. <<He>> holds out £<<print ($NPCName[$NPCNameList.indexOf("Avery")].love * 10 + $endear * 10 + 10)>>. "You should buy something nice. My treat."

<<if $rng gte 51>>

You reach for the money, but <<he>> lifts it away from you. "First," <<he>> says. "I want to see more of you. Take off your clothes."

<<link [[Strip|Avery Date Strip]]>><</link>>

<<link [[Refuse|Avery Date Refuse]]>><</link>>

<<else>>

You reach for the money, but <<he>> lifts it away from you. "First," <<he>> says. <<He>> strokes your cheek, then leans forward for a kiss.

<<link [[Kiss|Avery Date Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>>

<<link [[Refuse|Avery Date Refuse]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>

<</if>>

:: Avery Date 5 [nobr]
<<effects>>
<<endevent>><<npc Avery>><<person1>>
<<averyscore>>

<<He>> opens the car door beside <<himstop>> "Hop in."

<<He>> opens <<his>> heavy <<wallet>> and thumbing through the cash. <<He>> holds out £<<print ($NPCName[$NPCNameList.indexOf("Avery")].love * 10 + $endear * 10 + 10)>>. "A little something for your time."

You reach for the money, but <<he>> lifts it away from you. "First things first," <<he>> says. <<He>> pulls your body close, moving in for a kiss...

<<link [[Kiss|Avery Date Sex]]>><<set $sexstart to 1>><</link>>

<<link [[Refuse|Avery Date Refuse 2]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>

:: Avery Date Refuse [nobr]
<<effects>>

You climb out the car and walk up the path to the orphanage. Avery watches until you enter the building, only driving away once you're safely inside.

<<clotheson>>
<<endcombat>>

<<link [[Next|Orphanage]]>><</link>>

:: Avery Date Refuse 2[nobr]
<<effects>>

You push <<him>> away and try to leave the car. <<He>> pulls you back in and locks the door. "You don't show up nude to a date and not put out, you little tease. This is happening. Let's go somewhere a little more private where we can have some fun."

Holding you down to the seat by the hair, <<he>> drives to a secluded spot near the school. <<He>> leaps on top of you.

<<link [[Next|Avery Walk Rape]]>><</link>>

:: Avery Date Strip [nobr]
<<effects>>

<<set $money += (($NPCName[$NPCNameList.indexOf("Avery")].love * 10 + $endear * 10 + 10) * 100)>>

<<upperstrip>><<lowerstrip>><<underlowerstrip>><<underupperstrip>>

It's awkward in the confines of the car, but you remove your clothing until you're sat naked beside Avery. <<covered>> <<He>> stares at you for a long moment, then hands you the cash. "I'll be in touch," <<he>> says.

<<He>> watches you dress and enter the building, only driving away once you're safely inside.

<<endevent>>

<<link [[Next|Orphanage]]>><<clotheson>><</link>>

:: Avery Date Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 100>>
You kiss back. <<His>> hands explore your body.<<promiscuity1>>
<</if>>

<<effects>>
<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $finish is 1>>
<<link [[Next|Avery Date Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Avery Date Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Avery Date Sex Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Avery Date Sex]]>><</link>><<nexttext>>
<</if>>

:: Avery Date Sex Finish [nobr]
<<set $outside to 0>><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $money += (($NPCName[$NPCNameList.indexOf("Avery")].love * 10 + $endear * 10 + 10) * 100)>>

"Good <<girlcomma>>" <<he>> pants. <<He>> hands you the cash.
<<larage>><<npcincr Avery rage -5>><<glove>><<npcincr Avery love 3>>

<<tearful>> you climb from the car. <<He>> watches until you enter the building, only driving away once you're safely inside.

<<clotheson>>
<<endcombat>>

<<link [[Next|Orphanage]]>><</link>>

<<elseif $enemyhealth lte 0>>

<<He>> falls back against the steering wheel, giving you the chance you need.
<<ggarage>><<npcincr Avery rage 10>><<set $money += (($NPCName[$NPCNameList.indexOf("Avery")].love * 10 + $endear * 10 + 10) * 100)>>

<<tearful>> you snatch the cash and run for the orphanage. <<He>> shouts something after you, but <<he>> doesn't follow. You hear <<him>> drive away.
<<ggarage>><<npcincr Avery rage 10>>

<<clotheson>>
<<endcombat>>

<<link [[Next|Orphanage]]>><</link>>

<<else>>

"As you wish," <<he>> says, putting the cash back in <<his>> <<walletstop>>

<<tearful>> you climb from the car. <<He>> watches until you enter the building, only driving away once you're safely inside.

<<clotheson>>
<<endcombat>>

<<link [[Next|Orphanage]]>><</link>>

<</if>>

:: Avery Walk School [nobr]
<<set $outside to 0>><<effects>>

"It's okay," you whisper to Robin. "I recognise them. It'll be safer than the streets."

Robin nods, but seems unconvinced. You both climb into the back of Avery's car.

The journey is short. Avery chats and glances at you through the rear-view mirror. "It makes sense I drop you off," <<he>> says at one point. "It's on my normal route."<<glove>><<npcincr Avery love 1>>

<<He>> ignores Robin, <<endevent>><<npc Robin>><<person1>>who stares at <<his>> hands the whole journey.

Robin seems relieved when it's over.

<<link [[Next|School Front Playground]]>><<endevent>><</link>>

:: Avery Walk Refuse [nobr]
<<set $outside to 0>><<effects>>

	<<if $submissive gte 1150>>
	"Thank you," you say. "But we can walk the rest of the way."
	<<elseif $submissive lte 850>>
	"No," you say. "We're almost there anyway."
	<<else>>
	"It's okay," you say. "We can walk the rest of the way."
	<</if>>

<<if $NPCName[$NPCNameList.indexOf("Avery")].rage gte random(20, 100)>><<set $averyragerevealed to 1>>

Avery flashes Robin a dark look. <<He>> stares forward and taps <<his>> steering wheel then, having made up <<his>> mind, opens the door and steps out. "I gave you a polite offer," <<he>> snarls as <<he>> steps toward you. "Get in the fucking car." <<He>> grasps your arm and tries to pull you with <<himstop>> <<He>> ignores Robin, who stands beside you clutching <<endevent>><<npc Robin>><<person1>><<his>> school bag.

<<endevent>>
<<npc Avery>><<person1>>

	<<if $NPCName[$NPCNameList.indexOf("Robin")].dom gte 91>><<set $robinaverybeat to 1>>

Avery looks over your shoulder. <<His>> rage falters a moment, and a school bag hurtles into <<his>> face. With a cry, <<he>> releases your arm and falls back against <<his>> car. Robin steps forward, retrieves <<endevent>><<npc Robin>><<person1>><<his>> bag, and brings it down on Avery's head. The weighty books inside make a solid impact. "Leave <<phim>> alone!" Robin shouts. "<<pShes>> mine!"

<<endevent>><<npc Avery>><<person1>>

Avery holds <<his>> arms up for protection and scrambles into <<his>> vehicle. <<He>> glares at Robin. "You'll regret that. I promise." <<His>> car screeches away.

<<endevent>><<npc Robin>><<person1>>

Robin wraps <<his>> arms around you and squeezes. <<Hes>> trembling. <<He>> doesn't stop squeezing until Avery is out of sight.

<<link [[Thank Robin|Avery Walk Thank]]>><<npcincr Robin love 3>><</link>><<gglove>>

<<link [[Tease Robin|Avery Walk Tease]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<glove>><<glust>>

	<<else>>

<<link [[Comply|Avery Walk Comply]]>><<npcincr Avery rage -5>><</link>><<larage>>

<<link [[Refuse|Avery Walk Refuse 2]]>><<npcincr Avery rage 5>><</link>><<garage>>

	<</if>>

<<else>>

Avery flashes Robin a dark look, but smiles. It doesn't reach <<his>> eyes. "Suit yourself." <<He>> drives away.<<llove>><<npcincr Avery love -1>>

"Sorry," Robin sounds relieved. "I hope you didn't refuse for my sake. <<He>> does scare me a little."<<glove>><<npcincr Robin love 1>>

Robin's mood brightens as you walk the rest of the way to school.

<<link [[Next|School Front Playground]]>><<endevent>><</link>>

<</if>>

:: Avery Walk Comply [nobr]
<<set $outside to 0>><<effects>>

<<endevent>><<npc Robin>><<person1>>
You bow your head and climb into the back of Avery's car. Robin watches you from the pavement, the worry on <<his>> face clear even at a distance.<<endevent>><<npc Avery>><<person1>>

Avery drives past the school, and into a nearby alleyway. <<He>> unbuckles <<his>> seatbelt and climbs into the back with you. <<He>> pushes you down. "Don't be difficult," <<he>> says. "Or I'll be late for work."

<<link [[Next|Avery Walk Rape]]>><<set $molestationstart to 1>><</link>>

:: Avery Walk Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Avery Walk Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Avery Walk Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Avery Walk Rape]]>><</link>><<nexttext>>
<</if>>

:: Avery Walk Rape Finish [nobr]
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

<<He>> gasps in satisfaction. Without a word, <<he>> unlocks the doors and shoves you out.<<larage>><<npcincr Avery rage -5>>

<<tearful>> you gather yourself. Avery drives away.

<<clotheson>>
<<endcombat>>

<<link [[Next|Oxford Street]]>><<set $eventskip to 1>><</link>>

<<else>>

You shove <<him>> away from you, giving you the chance you need. <<tearful>> you unlock the doors and escape the car. You run down the alley and into the open street.

<<clotheson>>
<<endcombat>>

<<link [[Next|Oxford Street]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Avery Walk Refuse 2 [nobr]
<<set $outside to 0>><<effects>>

You try to pull away from Avery's grip, but <<he>> drags you closer to <<his>> car. You feel a tug on your other arm. It's Robin.<<endevent>><<npc Robin>><<person1>> "L-Let <<phim>> go," <<he>> says. "St-stop!"

<<endevent>>
<<npc Avery>><<person1>>

Together, you and Robin are able to keep Avery from pulling you any further. The struggle attracts attention from passers by. Avery notices, and lets go. "I swear," <<he>> snarls. "You'll learn to respect your betters." <<He>> throws open <<his>> car door, climbs in, and drives away.<<llove>><<garage>><<gstress>><<stress 6>><<gtrauma>><<trauma 6>><<npcincr Avery love -1>><<npcincr Avery rage 5>>

<<endevent>>
<<npc Robin>><<person1>>

You almost fall when Avery releases your arm, but Robin holds you upright. <<Hes>> trembling, but clings to you until Avery's car disappears around a bend, as if the wind could blow you away. "That was horrible," <<he>> says into your shoulder.

The rest of the journey is uneventful, but Robin insists <<he>> walk closer to the road.<<gdom>><<glove>><<npcincr Robin dom 1>><<npcincr Robin love 1>>

<<link [[Next|School Front Playground]]>><<endevent>><</link>>

:: Avery Walk Thank [nobr]
<<set $outside to 0>><<effects>>

"Thank you," you say. "You saved me."

<<Hes>> on the verge of tears. "I was afraid you'd be hurt," <<he>> says. "I didn't know what to do."

<<link [[Hug|Avery Walk Hug]]>><</link>>

<<if $robinromance is 1>>
<<link [[Kiss|Avery Walk Kiss]]>><</link>>

<</if>>

:: Avery Walk Tease [nobr]
<<set $outside to 0>><<effects>>

"What was that you said?" you say. "'<<pShes>> mine'?"

Robin is already flushed, but <<his>> face turns a deeper red. "I-I," <<he>> manages. "Sorry I was rude. I was afraid you'd be hurt."

<<link [[Hug|Avery Walk Hug]]>><</link>>

<<if $robinromance is 1>>
<<link [[Kiss|Avery Walk Kiss]]>><</link>>

<</if>>

:: Avery Walk Hug [nobr]
<<set $outside to 0>><<effects>>

You squeeze <<him>> back, and hold <<him>> in your arms for a few moments. <<He>> buries <<his>> face in your shoulder.

The rest of the journey is uneventful. Robin stays close to you the whole way.

<<link [[Next|School Front Playground]]>><<endevent>><</link>>

:: Avery Walk Kiss [nobr]
<<set $outside to 0>><<effects>>

You lean forward and kiss <<himstop>> <<His>> eyes close, and <<he>> kisses back. <<His>> cheeks are wet when you pull away. Yours are too.

The rest of the journey is uneventful. Robin stays close to you the whole way.

<<link [[Next|School Front Playground]]>><<endevent>><</link>>


code:
:: Doren Intro [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<set $dorenintro to 1>>
<<person1>>Doren turns to you once outside the station. "I'm so sorry," <<he>> says. "I thought they'd be more helpful. Now I've just stressed you for no reason." <<He>> looks up and behind you, at one of the tall buildings on the street. "I know." <<He>> takes you by the hand and leads you towards it.

You climb to the fifth floor. Doren unlocks one of the doors along the corridor and holds it open for you. The interior is quite Spartan. There's an old television covered in a film of dust and a sofa, but little else. "This is my flat," <<he>> says. "I only really come here to sleep. I like being out and about." <<He>> walks over to the closed blinds and lets the light in. "I didn't know where else to take you. I can't just forget what you told me." <<He>> walks over to what you think is the kitchen. "Make yourself at home. Just gonna get a drink."

You sit on the sofa, disturbing some dust. Doren sits beside you and passes you a glass of water.

<<link [[Confide and cry (1:00)|Doren Intro Cry]]>><<pass 1 hour>><<trauma -6>><<stress -12>><<npcincr Doren love 1>><<npcincr Doren dom 1>><</link>><<ggcontrol>><<ltrauma>><<lstress>>

<<link [[Just talk (1:00)|Doren Intro Talk]]>><<pass 1 hour>><<trauma -6>><<stress -12>><<npcincr Doren love 1>><</link>><<ltrauma>><<lstress>>

:: Doren Intro Cry [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
Feeling safe, you cry in <<his>> arms. As the sobs subside you share some of the horrible things people have done to you. It's painful to talk about, but you feel cathartic afterwards.
<<control 25>>

Doren pulls away from you and smiles. "I need to get back to school or I'll be in trouble." You look at the clock on the wall and realise a whole hour has passed. "I'm not home often, but if you visit between four and five in the afternoon I should be here. Visit as often as you like. Every day if you want. I mean it."

<<He>> drives you back to school and waves goodbye in the front playground. You feel guilty for having spent so much of <<his>> time, but <<he>> doesn't seem to mind.

<<endevent>>
<<link [[Return to school (0:05)|School Front Playground]]>><<pass 5>><</link>>

:: Doren Intro Talk [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You talk with Doren over a variety of topics. <<He>> soon takes over the conversation, regaling you with personal stories. <<He>> seems to live an adventurous life.

<<He>> smiles at you. "I need to get back to school or I'll be in trouble." You look at the clock on the wall and realise a whole hour has passed. "I'm not home often, but if you visit between four and five in the afternoon I should be here. Visit as often as you like. Every day if you want. I mean it."

<<He>> drives you back to school. You feel guilty for having spent so much of <<his>> time, but <<he>> doesn't seem to mind.

<<endevent>>
<<link [[Return to school (0:05)|School Front Playground]]>><<pass 5>><</link>>

:: Doren Entrance [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<if $hour is 16>>
	You climb to Doren's flat and knock on the door. <<npc Doren>><<person1>><<He>> answers it, smiling. "Glad to see you! Come on in." You enter the flat and sit on the sofa. "What would you like to do?" <<he>> says.

	<<link [[Cry (1:00)|Doren Cry]]>><<trauma -6>><<stress -12>><<npcincr Doren love 1>><<npcincr Doren dom 1>><<pass 1 hour>><</link>><<gcontrol>><<ltrauma>><<lstress>>

	<<link [[Talk (1:00)|Doren Talk]]>><<trauma -6>><<stress -12>><<npcincr Doren love 1>><<pass 1 hour>><</link>><<ltrauma>><<lstress>>

<<else>>
	You climb to Doren's flat and knock on the door. There's no answer. <<npc Doren>><<person1>><<He>> said <<he>> would be home at four in the afternoon.

	<<endevent>>
	<<link [[Leave|Barb Street]]>><</link>>

<</if>>

:: Doren Cry [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>

You lean into <<him>> and sob. <<He>> takes you in <<his>> arms and holds you steady. You don't say anything, but after an hour you're feeling much better.
<<control 10>>

<<if $rng gte 81 and $NPCName[$NPCNameList.indexOf("Doren")].love gte 10>>
	<<He>> pulls away from you. "I have to get ready now." <<He>> pauses a moment. "You can come with me if you like. I'm just going for a jog."

	<<link [[Go for a jog (1:00)|Doren Jog]]>><<npcincr Doren love 1>><<stress -12>><<trauma -6>><<pass 30>><</link>>

	<<link [[Leave|Barb Street]]>><<endevent>><</link>>

<<else>>
	<<He>> pulls away from you. "I have to get ready now. People are expecting me. It was nice seeing you, you can come back tomorrow if you like."

	<<endevent>>
	<<link [[Next|Barb Street]]>><</link>>

<</if>>

:: Doren Talk [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You chat with Doren over a variety of topics. <<Hes>> either very interested in what you have to say, or good at appearing so.

<<if $rng gte 81 and $NPCName[$NPCNameList.indexOf("Doren")].love gte 10>>
	<<He>> stands up. "I have to get ready now." <<He>> pauses a moment. "You can come with me if you like. I'm just going for a jog."

	<<link [[Go for a jog (1:00)|Doren Jog]]>><<npcincr Doren love 1>><<stress -12>><<trauma -6>><<pass 30>><</link>><<ltrauma>><<lstress>>

	<<link [[Leave|Barb Street]]>><<endevent>><</link>>

<<else>>
	<<He>> stands up. "I have to get ready now. People are expecting me. It was nice seeing you, you can come back tomorrow if you like."

	<<endevent>>
	<<link [[Next|Barb Street]]>><</link>>

<</if>>

:: Doren Jog [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
Doren puts on a pair of running shoes. "Don't worry, we're not gonna go hard."

Together you jog around town. <<He>> shows you several paths through alleyways you didn't know existed. "It's great to have some company," <<he>> says at one point.

<<He>> stops beside the toilets in the park. "Just need a quick break. Won't be long." You're thankful for a break yourself.
<<physique 3>>

<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
	You're waiting outside when a <<generate2>><<person2>><<person>> walks up to you. "Hey <<girlcomma>> you all alone?" <<he>> says, resting an arm next to your head. <<He>> glances around to see if anyone's watching. "How about we find somewhere private?"

	<<He>> tries to pull you into the toilets, just as Doren comes out. <<person1>>Doren takes one look at the <<person2>><<personcomma>> then punches <<him>> in the jaw.

	The <<person>> falls backwards, clutching <<his>> face. Doren stands over <<him>> and grabs <<his>> collar. "stay the fuck away from <<phim>> you creep, or I'll twist your head right off. Come on, let's go before someone sees. Might look bad."

<<else>>
	<<He>> didn't lie, and is back in less than a minute. "Come on <<lasscomma>> no time to waste!" You jog after <<himstop>>

<</if>>
<<endevent>><<npc Doren>><<person1>>
You continue to jog through town, and end up back at Barb Street. You stop outside Doren's building. "Thanks for coming along," <<he>> pants. "You can come up and shower if you like. I don't mind waiting."
<<physique 3>><<pass 30>>

<<link [[Shower (0:20)|Doren Shower]]>><<pass 20>><</link>>

<<link [[Say goodbye|Doren Shower Refuse]]>><</link>>

:: Doren Shower [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You enter Doren's flat once more. "It's just through there," <<he>> says. "Take your time. I'll find something to keep me occupied."

You enter the bathroom and strip. You notice there's only one towel on the rack.

<<strip>>
<<link [[That's not a problem|Doren Shower 1]]>><</link>>

<<link [[Dress and ask for a fresh one|Doren Shower 2]]>><</link>>

<<if $exhibitionism gte 55>>
	<<link [[Remain naked and ask for a fresh one|Doren Shower 3]]>><</link>><<exhibitionist4>>

<</if>>

:: Doren Shower Refuse [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You thank Doren but say you'll wash at home. "Alright," <<he>> says. "Thanks for the company. You can come by tomorrow if you like."

<<endevent>>
<<link [[Next|Barb Street]]>><</link>>

:: Doren Shower 1 [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<clothesontowel>><<wash>>
You wash until you're squeaky clean.

Doren smiles at you on your way out. "Come back tomorrow if you like."

<<endevent>>
<<link [[Next|Barb Street]]>><</link>>

:: Doren Shower 2 [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
<<clothesontowel>><<wash>>
You dress and ask Doren for a fresh towel. "Sorry <<lasscomma>> I forget that might bother some people. I've a fresh one around here somewhere."

New towel in hand, you return to the shower and wash until you're squeaky clean.

Doren smiles at you on your way out. "Come back tomorrow if you like."

<<endevent>>
<<link [[Next|Barb Street]]>><</link>>

:: Doren Shower 3 [nobr]

<<set $outside to 0>><<set $location to "town">><<effects>>
You leave your clothes in the bathroom and step into the hallway, feeling a thrill as you do. You walk to the front room, where Doren is still taking off <<his>> shoes. "Need something la..." <<he>> cuts off as soon as <<he>> looks up and sees you, <<lewdness>> on display. "I think you, ah, forgot something." <<He>> averts <<his>> gaze.
<<exhibitionism4>>
<<if $submissive gte 1150>>
	"Could I please have a fresh towel?" you say, as if nothing is amiss.
<<elseif $submissive lte 850>>
	"Gimme a fresh towel," you say, as if nothing is amiss.
<<else>>
	"Could I have a fresh towel?" you say, as if nothing is amiss.
<</if>>

"Of course," <<he>> says. "I forget that's something people might want." <<He>> gets a fresh towel from the kitchen, and stares at the corner of the room while handing it to you. "You do realise you're naked, right?"

<<if $submissive gte 1150>>
	"It's fine. I feel safe here, with you," you reply, smiling shyly.
<<elseif $submissive lte 850>>
	"I'm not wasting time dressing just to fetch a towel," you reply.
<<else>>
	"Yes. I hope you don't mind." you reply.
<</if>>

"It's not a problem," <<he>> says, still not looking at you. "Just caught me off guard is all."

You return to the shower and wash until you're squeaky clean.

<<wash>>
Doren smiles at you on the way out. "Come back tomorrow if you like."

<<endevent>>
<<link [[Next|Barb Street]]>><<clothesontowel>><</link>>