{(set: $npcCount to 0)
(set: $showFooter to true)
}
''Day $date''
Light filters in through cracks in the door. You don't know how you got here or where here is, but it seems to be a boxcar. As your eyes adjust to the dark you can make out a shape slumped in the corner.
Oh, god. Another body.
The same isolation that's kept you alive so far has kept you from ever getting this close to one before.
You can try the [[door|Puzzle]] or examine the [[body|Resurrection]].
{
(display: "NPC Generator")
(set: $NPC1 to $char)
}{
(set: $iaVariable to $NPC1's appearance)
(display: "Indirect Article")
}''Day $date''
You see the body of $ia (print: $NPC1's appearance) (print: $NPC1's age) (print: $NPC1's gender) on the floor. (upperfirst: $NPC1's ptheir) chest doesn't appear to be moving. No. Dead for sure.
Although you're repulsed, you feel an urge to touch (print: $NPC1's ptheir) body.
[[Touch it|Convo]]
[[Look at it from afar|Reexam]]{(if: not ($currentParty contains $NPC1))[(set: $char to $NPC1)(set: $currentParty to $currentParty + (a: $NPC1))
(set: $npcCount to it + 1)]}''Day $date''
[Purplish energy arcs from your fingers to the body and back. The boxcar fills with light and then suddenly falls into darkness.
"(display: "Wake Up")" you hear (print: $NPC1's ptheir) voice say.
After a few moments their confusion wears off, but yours only intensifies. You stare at your hands in the dark and wonder what just happened.]<alive|
"Hi, I'm (print: $NPC1's name). Any idea how we got here?" (print: $NPC1's pthey) ask(if: $NPC1's gender is not "person")[s].
"I don't know much more than you," you offer. "Except that it seemed like you were dead a few seconds ago."
That doesn't seem to reassure (print:$NPC1's pthem).
Maybe you should [[ask|Convo2]] (print:$NPC1's pthem) something?
(set: $currentParty to (a:))(set: $currentParty to $currentParty + (a: $NPC1))''Day $date''
The gate to the boxcar doesn't budge.
{
(if: "NPC1s job" is in $known)[
(if: $NPC1's work is "construction")[
(print:$NPC1's name) steps between you and the gate. "Most people just treat doors like they're permanent. Somebody installed them, and that means someone can dismantle them." With that (print:$NPC1's name) grabs a nearby rock and just slams it against the handle. After three or four good whacks, the handle snaps off and clangs off the metal floor. (print:$NPC1's name) reaches (print:$NPC1's ptheir) fingers inside the vacant hole and the gate eases [[open|Solve]].]
(if: $NPC1's work is "nothing")[
(print:$NPC1's name) steps forward and puts (print:$NPC1's ptheir) hand on the knob. (upperfirst:$NPC1's pthey) close(if: $NPC1's gender is not "person")[s] (print:$NPC1's ptheir) eyes for a few lengthy seconds and you hear a sudden click as the gate eases [[open|Solve]] without (print:$NPC1's pthem) even turning the handle. "Don't ask" (print:$NPC1's pthey) whisper(if: $NPC1's gender is not "person")[s] cryptically.
]
(if: $NPC1's work is "office")[
(print:$NPC1's name) pulls a pen out of (print:$NPC1's ptheir) pocket and fieldstrips it on the cement floor. Using some kind of arcane office-craft (print:$NPC1's pthey) appear(if: $NPC1's gender is not "person")[s] to have fashioned a lockpick (or maybe a shiv?). Either way, after a few moments of dilligent work, the gate eases [[open|Solve]].
]
(if: $NPC1's work is "retail")[
(print:$NPC1's name) steps up to the gate, saying "Yeah, we used to have a padlock just like this out back of the store where the dumpsters were. The lock never worked, but we figured out a kind of ... I dunno. Code? Dance?" (upperfirst:$NPC1's pthey) jiggle(if: $NPC1's gender is not "person")[s] the handle twice to the left, once to the right, and then kick it. After a moment, the gate eases [[open|Solve]].
]
](else:)[(link-goto: "Back", (history:)'s last)]
}
''Parking lot''
(if: (history:)'s last is "Puzzle")[You emerge from dark of the box car into the noonday sun.
]
You and (print: $NPC1's name) stand in an empty parking lot, the empty boxcar stretches diagonally across more spaces than it needs.
(if: (history:)'s last is "Puzzle")[As your eyes adjust to the light, you notice something. ](if: not ($currentParty contains $NPC2))[There's another body on the ground. [Touch]<touch| it.]
{
(click: ?touch)[(display: "NPC Generator")
(set: $NPC2 to $char)
(set: $npcCount to it + 1)(display:"Alive")
(if: $topic is "family")[(set: $NPC2's homelife to $char's homelife)]
(if: $topic is "death")[(set: $NPC2's deathlife to $char's deathlife)]
(if: $topic is "work")[(set: $NPC2's worklife to $char's worklife)](set: $currentParty to $currentParty + (a: $NPC2))
]
}
(if: (history:)'s last is "Puzzle")[You recognize this area. You'll want to be moving quickly. The militia is patrolling.
]To the North is the [[Dump]].
To the East is the [[Shopping District]]
To the South is the [[Suburbs]]
To the West is [[Downtown]].
{
(display: "Names")
(set: $Gender to (either: "woman", "man", "person"))
(display: "Appearance")
(set: $Age to (either: "young ", "old ", "middle-aged "))
(set: $Family to (either: "alone", "married", "parent", "friends"))
(set: $Work to (either: "construction", "nothing", "office", "retail",))
(set: $Death to (either: "violent", "sad", "funny"))
(set: $Strength to (either: 1, 2, 3, 4, 5))
(set: $Intelligence to (either: 1, 2, 3, 4, 5))
(set: $Wisdom to (either: 1, 2, 3, 4, 5))
(set: $Agility to (either: 1, 2, 3, 4, 5))
(set: $Charisma to (either: 1, 2, 3, 4, 5))
(display: "Pronouns")
(set: $char to (dm: "gender", $Gender, "appearance", $Appearance, "age", $Age, "family", $Family, "work", $Work, "death", $Death, "name", $Name, "pthey", $P1, "pthem", $P2, "ptheir", $P3, "ptheirs", $P4, "strength", $Strength, "agility", $Agility, "intelligence", $Intelligence, "wisdom", $Wisdom, "charisma", $Charisma, "homelife", 0, "worklife", 0, "deathlife", 0))
}{
(if: (substring: $iaVariable, 1, 1) is "a"
)[(set: $ia to "an ")]
(else-if: (substring: $iaVariable, 1, 1) is "e"
)[(set: $ia to "an ")]
(else-if: (substring: $iaVariable, 1, 1) is "i"
)[(set: $ia to "an ")]
(else-if: (substring: $iaVariable, 1, 1) is "o"
)[(set: $ia to "an ")]
(else-if: (substring: $iaVariable, 1, 1) is "u")[(set: $ia to "an ")]
(else:)[(set: $ia to "a ")]
}''Day $date''
The (print: $NPC1's appearance) (print: $NPC1's age) (print: $NPC1's gender) doesn't seem to be moving.
[[Touch (print: $NPC1's pthem)?|Convo]]Double-click this passage to edit it.{
(set: $NPCFamily to (either: "alone", "married", "parent", "friends"))
(set: $NPCWork to (either: "construction", "an office job", "retail", "the military"))
(set: $NPCDeath to (either: "attacked by wild dogs", "lined up against a wall and shot by the militia", "sick"))
(set: $NPCBG to (a: $NPCFamily + $NPCWork + $NPCDeath))
}{
(if: $topic is "family")[
(if: $char's family is "alone")[(display: "Alone")"(print:$char's homelife)"]
(if: $char's family is "married")[(display: "Married")"(print:$char's homelife)"]
(if: $char's family is "parent")[(display: "Parent")"(print:$char's homelife)"]
(if: $char's family is "friends")[(display: "Friends")"(print:$char's homelife)"]
]
(if: $topic is "work")[
(if: $char's work is "construction")[(display: "Construction")"(print:$char's worklife)"]
(if: $char's work is "nothing")[(display: "Unemployed")"(print:$char's worklife)"]
(if: $char's work is "office")[(display: "Office")"(print:$char's worklife)"]
(if: $char's work is "retail")[(display: "Retail")"(print:$char's worklife)"]
]
(if: $topic is "death")[
(if: $char's death is "violent")[(display: "Violent Death")"(print:$char's deathlife)"]
(if: $char's death is "sad")[(display: "Sad Death")"(print:$char's deathlife)"]
(if: $char's death is "funny")[(display: "Funny Death")"(print:$char's deathlife)"]
]
}{
(set: $known to (a:))
(set: $npcCount to 1)
(set: $pos to 0)
(set: $currentParty to (a:))
(set: $NPCarray to (a: $NPC1, $NPC2, $NPC3, $NPC4, $NPC5, $NPC6, $NPC7, $NPC8))
(set: $militia1 to (dm: "status", "alive"))
(set: $militia2 to (dm: "status", "alive"))
(set: $militia3 to (dm: "status", "alive"))
(set: $militia4 to (dm: "status", "alive"))
(set: $showFooter to false)
(set: $date to (random: 580, 730))
(go-to: "Prologue")
}{
(if: $Gender is "man")[
(set: $P1 to "he")
(set: $P2 to "him")
(set: $P3 to "his")
(set: $P4 to "his")
]
(if: $Gender is "woman")[
(set: $P1 to "she")
(set: $P2 to "her")
(set: $P3 to "her")
(set: $P4 to "hers")
]
(if: $Gender is "person")[
(set: $P1 to "they")
(set: $P2 to "them")
(set: $P3 to "their")
(set: $P4 to "theirs")
]
}''Day $date''
[Ask about (print:$NPC1's ptheir) job]<work|(click: ?work)[(if: "NPC1s job" is in $known)[-- //(upperfirst: $NPC1's pthey) already told you: //"(print: $char's worklife)"](else:)[(set: $topic to "work")(set: $known to $known + (a: "NPC1s job")) -- (display: "Convo engine")(set: $NPC1's worklife to $char's worklife)]]
[Ask about (print:$NPC1's ptheir) family]<family|(click: ?family)[(if: "NPC1s family" is in $known)[-- //(upperfirst: $NPC1's pthey) already told you: //"(print: $char's homelife)"](else:)[(set: $topic to "family")(set: $known to $known + (a: "NPC1s family")) -- (display: "Convo engine")](set: $NPC1's homelife to $char's homelife)]
[Ask about (print:$NPC1's ptheir) death]<death|(click: ?death)[(if: "NPC1s death" is in $known)[-- //(upperfirst: $NPC1's pthey) already told you: //"(print: $char's deathlife)"](else:)[(set: $topic to "death")(set: $known to $known + (a: "NPC1s death")) -- (display: "Convo engine")(set: $NPC1's deathlife to $char's deathlife)]]
[[Check out the gate|Puzzle]]
(if: $showFooter is true)[[[[Current Party|Party]]
(link-goto: "Previous Passage", (history:)'s last) (print: "<br>")
[[Restart|Variables]] to make new friends
(but keep the old)!
[[Erase|Grave variables]] to start from scratch!]<footer|]The dump. How the hell are the tires still on fire? Does someone stoke them?
(if: $militia1's status is "alive")[(set: $curMilitia to 1)
A militia member patrols, making sure no one steals the trash? you wonder. They haven't spotted you yet. (display: "Compare Strength") (display: "Compare Agility")
[Fight]<fight| them?
Attempt to [sneak]<sneak| by?
Maybe just [go back]<return|.
(click: ?fight)[(goto: "Fight")]
(click: ?sneak)[(goto: "Dump Sneak")]
(click: ?return)[(goto: (history:)'s last)]
](else-if: $currentParty contains $NPC3)[
To the East is the old [[Factory]].
To the West is the [[Car Dealership]]
To the South is the [[Vault|Solve]].
]
(else:)[(if: (history:)'s last is "Fight")[You defeated the Militia!]
The militia member's body lies at your feat. They didn't have to die, you think to yourself. They didn't have to. [Touch]<touch| it?
(click: ?touch)
[(display: "NPC Generator")
(set: $NPC3 to $char)
(set: $npcCount to it + 1)(display:"Alive")
(if: $topic is "family")[(set: $NPC3's homelife to $char's homelife)]
(if: $topic is "death")[(set: $NPC3's deathlife to $char's deathlife)]
(if: $topic is "work")[(set: $NPC3's worklife to $char's worklife)](set: $currentParty to $currentParty + (a: $NPC3))]
To the East is the old [[Factory]].
To the West is the [[Car Dealership]]
To the South is the [[Vault|Solve]].]
Nothing like some good shopping therapy to take your mind off the apocalypse. Everything's been raided so far, anyway.
(if: $militia2's status is "alive")[(set: $curMilitia to 2)
And yet, the militia continue to patrol, preventing you from getting past. If they notice you, you're a goner. (display: "Compare Strength") (display: "Compare Agility")
[Fight]<fight| them?
Attempt to [sneak]<sneak| by?
Maybe just [go back]<return|.
(click: ?fight)[(goto: "Fight")]
(click: ?sneak)[(goto: "Shop Sneak")]
(click: ?return)[(goto: (history:)'s last)]
](else-if: $currentParty contains $NPC4)[
To the East is the old [[Factory]].
To the West is the [[Car Dealership]]
To the South is the [[Vault|Solve]].
]
(else:)[(if: (history:)'s last is "Fight")[You defeated the Militia!]
You pick yourself up off the floor of the Lulu Lemon and dust yourself off. (print:$NPC1's name) nods at you and moves (print: $NPC1's ptheir) eyes to the body of the militia member. [Touch]<touch| it?
(click: ?touch)
[(display: "NPC Generator")
(set: $NPC4 to $char)
(set: $npcCount to it + 1)(display:"Alive")
(if: $topic is "family")[(set: $NPC4's homelife to $char's homelife)]
(if: $topic is "death")[(set: $NPC4's deathlife to $char's deathlife)]
(if: $topic is "work")[(set: $NPC4's worklife to $char's worklife)](set: $currentParty to $currentParty + (a: $NPC4))
]
To the West is the [[Vault|Solve]].
To the South is the abandoned [[Roller Rink]]
To the North is the [[Factory]] ]It was funny that so many were prepped to leave the suburbs when things went south. Solid shelters, land, not an all around bad place to just sit tight.
(if: $militia3's status is "alive")[(set: $curMilitia to 3)
You imagine the young militia member to be on a jog with their dog instead of patroling. It doesn't seem to make it easier. (display: "Compare Strength") (display: "Compare Agility")
[Fight]<fight| them?
Attempt to [sneak]<sneak| by?
Maybe just [go back]<return|.
(click: ?fight)[(goto: "Fight")]
(click: ?sneak)[(goto: "Suburbs Sneak")]
(click: ?return)[(goto: (history:)'s last)]
](else-if: $currentParty contains $NPC3)[
To the East is the old [[Factory]].
To the West is the [[Car Dealership]]
To the South is the [[Vault|Solve]].
]
(else:)[(if: (history:)'s last is "Fight")[You defeated the Militia!]
Their body lies on the sidewalk. [Touch]<touch| it?
(click: ?touch)
[(display: "NPC Generator")
(set: $NPC5 to $char)
(set: $npcCount to it + 1)(display:"Alive")
(if: $topic is "family")[(set: $NPC5's homelife to $char's homelife)]
(if: $topic is "death")[(set: $NPC5's deathlife to $char's deathlife)]
(if: $topic is "work")[(set: $NPC5's worklife to $char's worklife)](set: $currentParty to $currentParty + (a: $NPC5))]
To the North is the [[Vault|Solve]].
To the West is the [[Train Station]].
To the East is the [[Roller Rink]]. ]The familiar outline of buildings seems wrong for all its normalcy. Everything else changed, but they stayed the same. From a distance, anyway.
(if: $militia4's status is "alive")[(set: $curMilitia to 4)
A lone militia member patrols the corner. You've got the drop on them if you want to take it. (display: "Compare Strength") (display: "Compare Agility")
[Fight]<fight| them?
Attempt to [sneak]<sneak| by?
Maybe just [go back]<return|.
(click: ?fight)[(goto: "Fight")]
(click: ?sneak)[(goto: "Downtown Sneak")]
(click: ?return)[(goto: (history:)'s last)]
](else-if: $currentParty contains $NPC6)[
To the East is the old [[Factory]].
To the West is the [[Car Dealership]]
To the South is the [[Vault|Solve]].
]
(else:)[(if: (history:)'s last is "Fight")[You defeated the Militia!]
It was an ugly fight, but you're still standing. The militia member's body stops moving. [Touch]<touch| it?
(click: ?touch)[(display: "NPC Generator")
(set: $NPC6 to $char)
(set: $npcCount to it + 1)(set: $currentParty to $currentParty + (a: $NPC6))(display:"Alive")
]
To the South is [[Train Station]]
To the North is the [[Car Dealership]]
To the East is the [[Vault|Solve]]] An old abandoned factory, and in beneath it lies a tunnel out of town. You know this in your bones. Unfortunately, there's a large former factory worker blocking this entrance.
{(set: $partyWisdom to 0)
(for: each _x, ...$currentParty)[(set: _y to _x's wisdom)(set: $partyWisdom to ($partyWisdom + _y))]}
The enormous man asks you a riddle. Solve it and you can go in. (if: $partyWisdom > 10)[
You and your friends put your heads together for a few minutes, when suddenly (print: $NPC1's name) figures it out! You solve his riddle and enter the factory. There, just where you knew it would be is the tunnel out of town:(set: $solve to "wisdom")
[[Escape]]
](else:)[You have no idea how to solve his riddle. Maybe if you had more wise friends?]
To the South is the [[Shopping District]].
To the West is the [[Dump]]. The cars are all gone, and the dealership's windows are mostly broken.
(if: not ($currentParty contains $NPC7))[Inside you find a body. Maybe they were one of salespeople. Maybe just wrong place, wrong time.
[Touch]<touch| it.]
(click: ?touch)[(display: "NPC Generator")
(set: $NPC7 to $char)
(set: $npcCount to it + 1)(display:"Alive")
(if: $topic is "family")[(set: $NPC7's homelife to $char's homelife)]
(if: $topic is "death")[(set: $NPC7's deathlife to $char's deathlife)]
(if: $topic is "work")[(set: $NPC7's worklife to $char's worklife)](set: $currentParty to $currentParty + (a: $NPC7))
]
To the East is the [[Dump]].
To the South is [[Downtown]]. The trains still run, but you're not sure how. In fact, they're probably the most reliable way to get out of town. Unfortunately, these trains are run by the mad conductor, a woman in a steam punk conductor outfit who makes people answer word problems before they can ride. For some reason, her droves of followers won't let anyone ride the train without answering the problem of the day first.
To the North is [[Downtown]].
To the East is the [[Suburbs]].
{(set: $partyIntelligence to 0)
(for: each _x, ...$currentParty)[(set: _y to _x's intelligence)(set: $partyIntelligence to ($partyIntelligence + _y))]}
(if: $partyIntelligence > 10)[(set: $solve to "intelligence")
The mad conductor gives the problem. "A train leaves Baltimore at 09:35 traveling at 60mph. It's mass is 12,000 kilotons and Jupiter is in retrograde. One of the coins in your pocket is not a nickle. At what time does the train arrive in Denver?" (print: $NPC1's name) steps forward casually. "It's a wooden nickle." (print:$NPC1's pthey) say(if: $NPC1's gender is not "person")[s]. "What?" chokes the conductor. "A wooden nickle, and the doctor is the boy's mother. Any other red herrings you'd like to throw our way? The train arrives precisely at 09:15 the next day, assuming we're in daylight savings time, which (given that Jupiter is in retrograde) would make sense so long as the problem isn't happening in the fictional 19th century your clothes are from. The mad conductor stares in astonishment. "Just get on the goddamn train," she finally manages.(set: $solve to "intelligence")
[[Escape]]
](else:)[The mad conductor gives the problem. "A train leaves Baltimore at 09:35 traveling at 60mph. It's mass is 12,000 kilotons and Jupiter is in retrograde. One of the coins in your pocket is not a nickle. At what time does the train arrive in Denver?" Word problems were never your thing. You preferred problematic words. Maybe find some more intelligent friends.]The roller rink is just as busy as always. Somehow, roller derby is the only form of entertainment left. Rumor is that if you can make the local jammer laugh, she'll help you get out of town.
To the West is the [[Suburbs]]
To the North is the [[Shopping District]]
{(set: $partyCharisma to 0)
(for: each _x, ...$currentParty)[(set: _y to _x's charisma)(set: $partyCharisma to ($partyCharisma + _y))]}
(if: $partyCharisma > 10)[(set: $solve to "charisma")You and your friends put your heads together for a few minutes, when suddenly (print: $NPC1's name) steps forward! (upperfirst:$NPC1's pthey) tell(if: $NPC1's gender is not "person")[s] the filthiest, most heartwarming joke you've ever heard. Blockers are cracking up. One old guy in the bleachers laughs so hard he falls out. The jammer looks you straight in the eye, and cracks the faintest smile. "C'mon," she says. "Let's get you out of here."(set: $solve to "charisma")
[[Escape]]
](else:)[You tell a knock-knock joke and the jammer threatens to beat the shit out of you. Best be on your way. Maybe find some more charismatic friends.]You have (print: $npcCount) friend(if:$npcCount is not 1)[s]:
(display: "Party math")(display: "Party totals")
(if: $graveyard is not (a:))[
Visit your old friends in the [Hall of Former Friends]<graveyard|
(click: ?graveyard)[(display: "Graveyard")]
]
(set: $showFooter to false)[
[[Previous Passage]<back|(click: ?back)[(set: $showFooter to true) (goto: (history:)'s last)]
[[Restart|Variables]] to make new friends
(but keep the old)!
[[Erase|Grave variables]] to start from scratch!]<footer|]Tap this passage, then the pencil icon to edit it.{(set: $topic to (either: "work", "family"))}[Purple light crackles as you bend over the lifeless body.
(print: $char's name) has joined your party!
"Hi," (print: $char's pthey) say(if: $char's gender is not "person")[s].
You ask (print: $char's name) about (print: $char's ptheir) (print:$topic).
(display: "Convo engine")]<alive|
{
(set: $partyStrength to 0)
(for: each _x, ...$currentParty)[(print: _x's name(display: "Attacks").join", ")(set: _y to _x's strength)(set: $partyStrength to ($partyStrength + _y))]
(set: $attack to (random: 7,14))
(set: $defense to (random: 1,6))
}
(if: ($partyStrength + $defense) > $attack)
[
(if: $curMilitia is 1)[(set: $militia1's status to "dead")(goto: "Dump")]
(else-if: $curMilitia is 2)[(set: $militia2's status to "dead")(goto: "Shopping District")]
(else-if: $curMilitia is 3)[(set: $militia3's status to "dead")(goto: "Suburbs")]
(else-if: $curMilitia is 4)[(set: $militia4's status to "dead")(goto: "Downtown")]
](else:)[(set: $cause to "fight")(goto: "Death")]
{
(if: $curMilitia is 1)[(print: $militia1's status)]
(else-if: $curMilitia is 2)[(print: $militia2's status)]
(else-if: $curMilitia is 3)[(print: $militia3's status)]
(else-if: $curMilitia is 4)[(print: $militia4's status)]
}{(set: $char's worklife to (either: "Fucking Gamestop. Towards the end they were telling us to stay at work no matter what. Fuck that. I headed for the door.", "I worked at a Staples. My friend always talked about how perfect the store would be for a zombie survival HQ. Weapons, tools, storage, everything. Except, y'know, beds, food, stuff you actually need.", "I was a bagger at Safeway. It wasn't bad work. Well, sometimes people were shitty or I had to get the carts in the rain, but it was a job.",
)
)
}{(set: $showFooter to false)(display: "Graveyard math")}You have died.
You made (print: $npcCount) friend(if:$npcCount > 1)[s]:
(display: "Party math")
(if: $cause is "fight")[
Your total strength was (print: $partyStrength).
You were killed by an attack worth (print: $attack). Maybe you would have survived with more strong friends.]
(else-if: $cause is "sneak")[(set: $partyAgility to 0)
(for: each _x, ...$currentParty)[(set: _z to _x's agility)(set: $partyAgility to ($partyAgility + _z))]
Total agility = (print: $partyAgility).
Your total agility was (print: $partyAgility).
You were killed by an attack worth (print: $attack). Maybe if you would have survived with more sneaky friends.]
[[Restart|Variables]]
{(either: "hits the militia", "shoots the militia", "insults the militia", "throws a rock")
}{(display: "Graveyard math")}You win!
(if: $solve is "intelligence")[You found out that (print: $npcCount + 1) heads are better than 1.](else-if: $solve is "charisma")[You found out that (print: $npcCount + 1) hearts are better than 1.](else-if: $solve is "wisdom")[You found out that (print: $npcCount + 1) souls are better than 1.](else:)[You're not sure what you learned.]{
(set: $partyAgility to 0)
(for: each _x, ...$currentParty)[(set: _y to _x's agility)(set: $partyAgility to ($partyAgility + _y))]
(set: $attack to (random: 5,14))
(set: $defense to (random: 1,6))
}
(display: "Sneak")
(if: ($partyAgility + $defense) > ($attack))[You snuck by! Go East to the [[Factory]] or West to the [[Car Dealership]]?](else:)[(set: $cause to "sneak")(goto: "Death")](display: "Sneak")
(if: ($partyAgility + $defense) > ($attack))[You snuck by! Go North to the [[Factory]] or South to the [[Roller Rink]]?](else:)[(set: $cause to "sneak")(goto: "Death")](display: "Sneak")
(if: ($partyAgility + $defense) > ($attack))[You snuck by! Go East to the [[Roller Rink]] or West to the [[Train Station]]?](else:)[(set: $cause to "sneak")(goto: "Death")]
(display: "Sneak")
(if: ($partyAgility + $defense) > ($attack))[You snuck by! Go South to the [[Train Station]] or North to the [[Car Dealership]]?](else:)[(set: $cause to "sneak")(goto: "Death")]{(set: $Name to (either: "Abiyah","Adason","Adeyinka","Alexiel","Alique","Amarin","Ammer","Anesti","Astyn","Ayele","Ayoola","Ayrion","Bai","Beckette","Bonell","Braxlee","Camlin","Cappy","Chaffee","Challie","Chamel","Chastain","Coey","Collynn","Credence","Darley","Dominquie","Doney","Elmi","Elyah","Erioluwa","Everal","Every","Gold","Irin","Jacyn","Jeel","Joyden","Kanari","Kaygen","Kazu","Keagyn","Khiari","Khymani","Kimbrell","Larkie","Lashaw","Lawon","Lindsley","Luren","Luzell","Lyrix","Macaire","Maesen","Mayne","Mckel","Meco","Medley","Merce","Mizan","Montea","Montra","Montrose","Morireoluwa","Munachi","Murtha","Music","Mychel","Myrlin","Najay","Nathel","Nellis","Nix","Oakie","Oluwatomi","Ore","Orise","Ovis","Pet","Raydean","Rei","Rochon","Sachary","Salud","Santrell","Savya","Sehajpreet","Selester","Semajae","Shaquane","Shearl","Sheon","Shermain","Shing","Shinobu","Shondel","Soryn","Tash","Temani","Terae","Terraine","Terrice","Themis","Tinker","Tkai","Tobbie","Tokunbo","Tresor","Tylei","Un","Verdel","Verlynn","Vero","Wellesley","Wilmeth","Yahav","Zihan","Ziyi","Sutton","Teegan","Han","Miko","Yu","Harvest","Michal","Skyeler","Riely","Hillery","Neziah","Unknown","Jayel","Ronne","Brenn","Merdith","Sher","Daine","Sakae","Maven","Puneet","Victorious","Jung","Amory","Harpreet","Delane","Kerry","Yoltzin","Day","Ajai","Cornie","Riley","Rumi","Krishna","Dilpreet","Laray","Omani","Zannie","Kris","Shey","Truby","Hoa","Miciah","Jermany","Jonel","Skiler","Dare","Terryl","Teagen","Kendel","Sarang","Callaway","Embry","Gal","Khilyn","Evian","Ocean","Samuela","Jorryn","Denym","Baby","Donsha","Ricci","Toryn","Rudell","Jerzy","Leal","Lyrick","Jadis","Ellington","Aeon","Lennyn","Elisha","Gianny","Christan","Iley","Aimar","Cambridge","Grier","Lohgan","Dann","Kailen","Oriel","Tarran","Kodi","Chey","Jermyah","Zi","Seneca","Makay","Cotie","Arlyn","Marlowe","Ebbie","Scotland","Zarin","Kodee","De","Carris","Gerd","Ye","Shaya","Kaydyn","Alexiz","Talyn","Ashtin","Ashten","Ashai","Ivel","Jacquell","Leeor","Parminder","Wadie","Jireh","Shaquel","Finnlee","Loghan","Ivory","Kyrie","Larelle","Lawsyn","Maddyx","Robbie","Nike","Caylor","Najja","Orba","Sehaj","Aijalon","Rael","Odean","Elis","Anay","Chaning","Odera","Torance","Aidynn","Cailen","Shenan","Tateum","Devine","Lorren","Haydyn","Infant","Tristyn","Chandar","Nahid","Sokhom","Soma","Dawsyn","Tru","Mc","Free","Sagen","Tajai","Jodeci","Tone","Atley","Jaleen","Fonta","Jacinth","Sheldyn","Tamba","Wriley","Demetrice","Salem","Ardell","Lavaughn","Hien","Austine","Jamile","Ovie","Tam","Arguster","Armistice","Braxtynn","Breez"))
}(set: $Appearance to (either: "attractive","bald","beautiful","chubby","clean","dazzling","drab","elegant","fancy","fit","flabby","glamorous","gorgeous","handsome","long","magnificent","muscular","plain","plump","quaint","scruffy","shapely","short","skinny","stocky","ugly","unkempt","unsightly","big","colossal","fat","gigantic","great","huge","immense","large","little","mammoth","massive","petite","puny","scrawny","short","small","tall","teeny","tiny"))
[
“Life it self is but the shadow of death, and souls departed but the shadows of the living: All things fall under this name. The Sunne it self is but the dark simulachrum, and light but the shadow of God.” <br>
[Sir Thomas Browne, ]<epigraph|
[//Hydriotaphia and The Garden of Cyrus//]<epigraph|]<browne|
[Things happened quickly, then slowly. The internet persisted for weeks after the power failed. From what you could tell on Twitter before your phone died, the whole world was slowly figuring out no one was in charge.
Well, the people in charge had been pretty shitty, so no big loss there.
As the food started to run low, you crept outside your house to go on little foraging trips. Instead of roving gangs, everyone just seemed lost and confused. Most seemed to be trying to find the humor in it.
Still, though. Most of the markets weren't getting shipments. The small, neighborhood ones, like the persian market down the street, stayed open even when the big box stores had become playgrounds for the young and angry.
And then there's the dead. People kept saying it was like something out of the walking dead. But none of them were walking.
At some point you realized, not knowing whether she was alive or dead was the same as her being dead. There was a reward to that kind of solipsism. You weren't going to trek across the country to find out.
[[Day $date|Story]]]<prologue|{(display: "Names")(print: (either: "What the fuck?", "What's going on?", "Hello?", "Who's there?", "I fucking knew it.", "Where am I?", "(print: $Name)? Is that you?", "Am I ... am I back?", "Did (print: $Name) send you?", "Hi there,",
))}{(set: $char's homelife to (either: "I lived alone. I prefered it that way. Others were just weights that dragged me down.", "I lived alone. Not at first, but shit happens. I don't want to talk about the ones who left me.", "I lived alone. It was good. That's not to say I didn't depend on others as well, but not so much as I wanted them in my house.", "I lived alone. If you do that for too long your start to talk to yourself. Feel like I'm doing that right now.",
)
)
}{(set: $char's homelife to (either: "I was married. He was sweet and strong, but to be honest I just didn't like being alone.", "I was married. I wouldn't recommend it.", "I was married. It was ... good. She's gone now, and I guess I've gotten used to that, but I miss her every damn day.", "I was married. I'm not sure why and neither were they, but I guess it worked for us.",
)
)
}{(set: $char's homelife to (either: "I lived with my mom. After the recession, I figured she needed me. I'm not sure she saw it that way, but I'm sure she needed me.", "I lived with my dad. Everyone else just left, but I couldn't. Fuck. When everything falls apart you start to question why you did what you did, and the best guess I've got is inertia.", "I lived with my mom. She wasn't the healthiest before all this, and she liked having the company. Hell, I liked the company too, I guess.", "I lived with my folks. They drove me nuts. Hey, did you ever hear the one about the pirate with the ship's wheel on his junk? Nevermind.",
)
)
}{(set: $char's homelife to (either: "I lived with friends. I left my home when I was in highschool and my family never really understood me anyway. Not sure my friends did, but at least they weren't shitty about it.", "I lived with friends. I always wanted something else, someone ... special. But that just wasn't in the cards. And now that they're all gone, I realize that they were special someones.", "I lived with friends. It worked out well for all of us. Kind of a commune. From each, to each and all that. Although, I've never been certain if I held up my end of the bargain. Guess I must have.", "I lived with friends. God, that sounds like JF Sebastian from Blade Runner. No, they weren't dolls or nightmare hybrid creatures or anything. Can we pretend I didn't say all this?",
)
)
}{(set: $char's worklife to (either: "I worked in construction. It was good work. I liked that every day I had new problems to solve.", "I worked in construction. Well, construction adjacent.", "I worked in construction. Always wanted to be an architect when I was a kid, but college was bullshit. Still got to build stuff, even if it wasn't my plans. Sometimes I could even show off and improvise a thing or two.",
)
)
}{(set: $char's worklife to (either: "Towards the end there, I was unemployed. Work dried up along with everything else.", "I did whatever I could. That's what the preacher says, right? Whatever your hand finds to do. Well, my hands found any number of things.", "I was unemployed. A day job just wasn't in the cards for me. I did oddjobs, I'd hold down something steady for a few months. Most of the time, though, I just did what I could do.",
)
)
}{(set: $char's worklife to (either: "After school I got a cubicle job to pay the bills while I worked on my novel. The novel never happened. S'funny. During the collapse, I had all the time in the world, but I couldn't get myself to write a word. It's like that guy in the Outer Limits who just wants to read, but then it turns out his doctors are pig men.", "I was an office assistant. It was fine. Some people were assholes, but most were nice or at least ignored me. I stole so many fucking staplers.", "I did QA for a bank. Mostly just sat at a desk in a cubicle and reloaded their shitty app. Y'know, I was there for five years, and I'm not sure they ever took one piece of my advice. Guess they were already pretty assured of their quality.",
)
)
}{(set: $char's deathlife to (either: "Some asshole sicced his dogs on me. Once they got me to the ground ... well, doesn't feel like the damage is permanent anyway.", "Got shot by the militia. They said I was out after curfew, but I knew I had a few minutes to spare.", "I was just trying to grab a can of beans. It can't have been worth more than a buck and it was probably expired anyway, like everything else. No idea why anyone would shoot someone over that.")
)
}{(display: "Names")(set: $char's deathlife to (either: "I was trying to get medicine. Somebody told me that there was some in the hospital, but the first floor is lousy with paranoid addicts. So I went up the parking garage and was going to climb down from the roof. Guess I slipped.", "I almost made it. I really thought I might there at the end. Just needed ... well. Doesn't matter now.", "I thought (print: $Name) was a friend. Turned out he just wanted my stuff. Fuck.")
)
}{(display: "Names")(set: $char's deathlife to (either: "Heh. We were daring each other to do stupid shit. Guess I won.", "Y'know how they say Twinkies last forever. Turns out, they don't.")
)
}{
(set: $partyStrength to 0)
(for: each _x, ...$currentParty)[(print: "<br>")''(print: _x's name)''
(print: "<br>")
Pronouns: (print: _x's pthey)/(print: _x's pthem)(print: "<br>")
[(if: _x's homelife is not 0)[<br>Family: //(print: _x's homelife)//<br>]<life|]
[(if: _x's worklife is not 0)[<br>Job: //(print: _x's worklife)//<br>]<life|]
[(if: _x's deathlife is not 0)[<br>Death: //(print: _x's deathlife)//<br>]<life|](print: "<br>")
[Strength: (print:_x's strength)(print: "<br>")
Charisma: (print:_x's charisma)(print: "<br>")
Intelligence: (print:_x's intelligence)(print: "<br>")
Agility: (print:_x's agility)(print: "<br>")
Wisdom: (print:_x's wisdom)<br>]<stats|
(set: _y to _x's strength)(set: $partyStrength to ($partyStrength + _y))(print: "<br>")]
}
{(for: each _x, ...$currentParty)[
(set: _xName to _x's name)
(set: _xStrength to _x's strength)
(set: _xIntelligence to _x's intelligence)
(set: _xWisdom to _x's wisdom)
(set: _xCharisma to _x's charisma)
(set: _xAgility to _x's agility)
(set: _xhome to _x's homelife)
(set: _xdeath to _x's deathlife)
(set: _xjob to _x's worklife)
(set: _xthey to _x's pthey)
(set: _xthem to _x's pthem)
(set: _xDM to (dm:
"Name", _xName,
"Strength", _xStrength,
"Intelligence", _xIntelligence,
"Wisdom", _xWisdom,
"Charisma", _xCharisma,
"Agility", _xAgility,
"Homelife", _xhome,
"Deathlife", _xdeath,
"Worklife", _xjob,
"They", _xthey,
"Them", _xthem
))
(set: $graveyard to it + (a: _xDM))
]}
{(for: each _x, ...$graveyard)[
(print: "<br>")''(print: _x's Name)''
(print: "<br>")
Pronouns: (print: _x's They)/(print: _x's Them)(print: "<br>")
[(if: _x's Homelife is not 0)[<br>Family: //(print: _x's Homelife)//<br>]<life|]
[(if: _x's Worklife is not 0)[<br>Job: //(print: _x's Worklife)//<br>]<life|]
[(if: _x's Deathlife is not 0)[<br>Death: //(print: _x's Deathlife)//<br>]<life|](print: "<br>")
(print: "<br>")
[Strength: (print:_x's Strength)(print: "<br>")
Charisma: (print:_x's Charisma)(print: "<br>")
Intelligence: (print:_x's Intelligence)(print: "<br>")
Agility: (print:_x's Agility)(print: "<br>")
Wisdom: (print:_x's Wisdom)
(print: "<br>")]<stats|
]
}
''The Hall of Former Friends''
(if: $graveyard is (a:))[Nobody here!]
(display: "Graveyard print")(set: $graveyard to (a:))
(goto: "Variables"){(set: $partyStrength to 0)
(for: each _x, ...$currentParty)[(set: _y to _x's strength)(set: $partyStrength to _y)]
(if: $partyStrength > 10)[You feel like you can take them.](else-if: $partyStrength < 5)[You feel like you might not be able to take them.](else:)[You feel like a fight could go either way.]}{(set: $partyAgility to 0)
(for: each _x, ...$currentParty)[(set: _y to _x's agility)(set: $partyAgility to _y)]
(if: $partyAgility > 10)[You've got a good shot at sneaking past.](else-if: $partyAgility < 5)[Stealth feels risky.](else:)[You could try sneaking past, but they might spot you.]}Total strength = (print: $partyStrength).{
(set: $partyAgility to 0)
(for: each _x, ...$currentParty)[(set: _z to _x's agility)(set: $partyAgility to ($partyAgility + _z))]
}
Total agility = (print: $partyAgility).{
(set: $partyIntelligence to 0)
(for: each _x, ...$currentParty)[(set: _z to _x's intelligence)(set: $partyIntelligence to ($partyIntelligence + _z))]
}
Total intelligence = (print: $partyIntelligence).{(set: $partyWisdom to 0)
(for: each _x, ...$currentParty)[(set: _z to _x's wisdom)(set: $partyWisdom to ($partyWisdom + _z))]
}
Total wisdom = (print: $partyWisdom).{(set: $partyCharisma to 0)
(for: each _x, ...$currentParty)[(set: _z to _x's charisma)(set: $partyCharisma to ($partyCharisma + _z))]
}
Total charisma = (print: $partyCharisma).