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YouAndOblivion.twee
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::StoryTitle
You and Oblivion
::StoryData
{
"ifid": "B1E46906-738D-4617-BD15-CEF422C96FD8",
"format": "SugarCube",
"format-version": "2.34.1",
"start": "Start",
"zoom": 0.6
}
::Story Stylesheet [stylesheet]
@import url(http://fonts.googleapis.com/css?family=David+Libre:400,700,400italic,700italic);
@import url('https://fonts.googleapis.com/css?family=PT+Sans+Narrow&display=swap');
html {
height: 100%;
}
body, tw-story
{
font-family: 'David Libre', serif;
margin-left: 2em;
color: #d2d3cd;
height: 100%;
}
tw-hook
{
margin-left: -25px;
}
#story {
height: 100%;
overflow-y: auto;
margin-top: 0em;
margin-bottom: 0em;
}
.passage {
line-height: 1.25;
font-size: large;
margin-left: 1.5em;
}
a {
color: #b6523a;
text-decoration: none;
}
a:hover {
color: white;
text-decoration: none;
}
a:active {
color: white;
}
.passage ol {
margin-left: -1em;
}
.psyche {
color: #705cbb;
}
.fysique {
color: #c6496b;
}
.intellect {
color: #6cc6ce;
}
.motorics {
color: #e4b934;
}
.speaker {
text-transform: uppercase;
margin-left: -1.5em;
}
.dim {
transition: opacity 0.5s;
opacity: 0.5;
}
.macro-timed-insert {
transition-duration: 2s;
}
.pastchoice {
color: #737c87;
}
.option {
font-weight: bold;
}
span.continueblock {
display: none;
}
a.macro-linkreplace {
background-color: #90280f;
color: white;
padding: 15px;
padding-bottom: 5px;
padding-top: 10px;
font-family: 'PT Sans Narrow', sans-serif;
margin-left: -1.5em;
display: block;
}
.green {
color: #98b48b;
margin-left: -1.5em;
}
.red {
color: #90280f;
margin-left: -1.5em;
}
.CheckOverlay {
width: 100%;
height: 100%;
background-size: cover;
position: absolute;
top: 0px;
left: 0px;
pointer-events: none;
opacity: 0;
animation-name: Flash;
animation-duration: 2s;
}
#SuccessImg {
background: url(SuccessOverlay.png) no-repeat center;
}
#FailureImg {
background: url(FailureOverlay.png) no-repeat center;
}
@keyframes Flash {
0% {opacity: 0}
20% {opacity: 1}
50% {opacity: 1}
100% {opacity: 0}
}
.CheckText {
color: white;
font-family: 'PT Sans Narrow', sans-serif;
position: absolute;
bottom: 25%;
left: 50%;
opacity: 0;
padding: 0.5em;
padding-left: 1.5em;
padding-right: 1.5em;
animation-name: SlideAndFade;
animation-duration: 2.5s;
animation-delay: 1s;
}
#CheckSuccess {
background-color: #40ce68;
box-shadow: 0em 0em 0.2em 0.3em #40ce68;
}
#CheckFailure {
background-color: #90280f;
box-shadow: 0em 0em 0.2em 0.3em #90280f;
}
@keyframes SlideAndFade {
0% {opacity: 0.75; left: 45%}
10% {opacity: 1; left: 50%}
60% {opacity: 1; left: 50%}
100% {opacity: 0; left: 80%}
}
::Story JavaScript [script]
$(document).click(function(e) {
if($("span.continueblock").length) {
$("span.continueblock").first().removeClass('continueblock');
}
e.stopPropagation();
return false;
});
postdisplay['paragraph'] = function (taskName) {
//$('.paragraph').hide().fadeIn(10000);
};
$(document).on("keyup", function (e) {
if ((e.keyCode == 32) && ($("#ContinueBtn"))) {
$("#ContinueBtn").click();
}
if ((e.keyCode >= 49 && e.keyCode <= 57) && (document.getElementById("OptionList"))) {
var list = document.getElementById("OptionList");
var childIndex = e.keyCode - 49; // 0 for '1', 1 for '2', etc
if (list.children[childIndex]) {
list.children[childIndex].getElementsByClassName("link-internal")[0].click();
}
}
});
window.rollDice = function() {
var total = random(1,6) + random(1,6);
return total;
};
::StoryInit {"position":"268,25","size":"100,100"}
<<set $optionmap to new Map()>>
<<set $greentext to []>>
<<set $paraAppendMode to false>>
<<set $motorics to ["composure", "hand/eye coordination", "interfacing", "reaction speed", "savoir faire", "perception", "perception (smell)", "perception (sight)", "perception (taste)", "perception (touch)", "perception (hearing)"]>>
<<set $intellect to ["conceptualization", "drama", "encyclopedia", "logic", "rhetoric", "visual calculus"]>>
<<set $fysique to ["electrochemistry", "endurance", "half light", "pain threshold", "physical instrument", "shivers"]>>
<<set $psyche to ["authority", "empathy", "esprit de corps", "inland empire", "suggestion", "volition"]>>
/*Basic Bitch Harry*/
<<set $copotype to "BasicBitchCop">>
<<set $INT to 3>>
<<set $PSY to 3>>
<<set $FYS to 3>>
<<set $MOT to 3>>
/*Clues*/
<<set $gotPrybar to 0>>
<<set $knowAshtray to 0>>
<<set $knowAutopsy to 0>>
<<set $knowCuno to 0>>
<<set $knowJizz to 0>>
<<set $knowKimsPrybar to 0>>
<<set $knowKimjury to 0>>
<<set $knowKimsCorpseClue to 0>>
<<set $knowKimBite to 0>>
<<set $knowKimsBrand to 0>>
<<set $knowKiller to 0>>
<<set $knowPoisoner to 0>>
<<set $knowSofaJizz to 0>>
<<set $GarteKnowsDead to 0>>
<<set $SpokeToGarte to 0>>
/*Autopsy*/
<<set $autVKnockoffs to 0>>
<<set $autVSkin to 0>>
<<set $autVNoSkin to 0>>
<<set $autVJizz to 0>>
<<set $autVDrugs to 0>>
<<set $autVSkipInternal to 0>>
<<set $autVPetechia to 0>>
<<set $autVBite to 0>>
<<set $knowKimBite to 0>>
<<set $autVJaundice to 0>>
<<set $autVClotting to 0>>
<<set $autVSlowBar to 0>>
<<set $autVWeakBar to 0>>
<<set $autVShortBar to 0>>
/*Visited Locations*/
<<set $Day to 1>>
<<set $visCrimeScene to 0>>
<<set $visMainRoom to 0>>
<<set $visStreet to 0>>
<<set $seenAlley to 0>>
/*Reputation*/
<<set $Kimfluence to 0>>
<<set $StationRep to 0>>
/*Thoughts*/
<<set $thoughtKimsAss to 0>>
<<set $thoughtCunoDoesntCare to 0>>
/*Misc*/
<<set $cumsicle to 0>>
<<set $seenMedCab to 0>>
::PassageHeader {"position":"407,27","size":"100,100"}
<<set $paragraphs to []>>
<<if $lastoption>>
@@.speaker.pastchoice;You@@ @@.pastchoice;- $lastoption@@
<</if>>
::PassageFooter {"position":"547,28","size":"100,100"}
<<DisplayParagraphs>>\
::DisplayOptions [nobr] {"position":"546,144","size":"100,100"}
<ol id="OptionList">
<<for _optiontext, _optionpassage range $optionmap>>
<<capture _optionpassage, _optiontext>>
<li>
<<link _optiontext _optionpassage>><<set $lastoption to _optiontext>><</link>>
</li>
<</capture>>
<</for>>
</ol>
<<set $optionmap to new Map()>>
::SkillSuccess [Widget widget] {"position":"600,100","size":"100,100"}
<<nobr>>
<<widget "SkillSuccess">>
<div id="SuccessImg" class="CheckOverlay"></div>
<div id="CheckSuccess" class="CheckText">CHECK SUCCESS</div>
<<SetSpeaker "">>
<<AddParagraph "//Green flashes at the edges of your vision - a success.//">>
<</widget>>
<</nobr>>
::SkillFailure [Widget widget] {"position":"725,100","size":"100,100"}
<<nobr>>
<<widget "SkillFailure">>
<div id="FailureImg" class="CheckOverlay"></div>
<div id="CheckFailure" class="CheckText">CHECK FAILURE</div>
<<SetSpeaker "">>
<<AddParagraph "//Red flashes at the edges of your vision - a failure.//">>
<</widget>>
<</nobr>>
::PassiveSkill [Widget widget] {"position":"403,146","size":"100,100"}
<<nobr>>
<<widget "PassiveSkill">>
<<set _skillname to ($args[0].toLowerCase())>>
<<set _skillresult to "">>
<<if $args[1]>>
<<set _skillresult to ("[" + $args[1] + ": " + $args[2] + "]")>>
<</if>>
<<if $motorics.includes(_skillname)>>
<<set $currentspeaker to ("@@.motorics.speaker;" +
_skillname +
"@@")>>
<<elseif $intellect.includes(_skillname)>>
<<set $currentspeaker to ("@@.intellect.speaker;" +
_skillname +
"@@")>>
<<elseif $fysique.includes(_skillname)>>
<<set $currentspeaker to ("@@.fysique.speaker;" +
_skillname +
"@@")>>
<<elseif $psyche.includes(_skillname)>>
<<set $currentspeaker to ("@@.psyche.speaker;" +
_skillname +
"@@")>>
<</if>>
<<if _skillresult>>
<<set $currentspeaker += _skillresult>>
<</if>>
<<set $currentspeaker += " - ">>
<</widget>>
<</nobr>>
::Speaker [widget] {"position":"272,152","size":"100,100"}
<<nobr>>
<<widget "speaker">>
@@.speaker;
$args[0] -
@@
<</widget>>
<</nobr>>
::AddOption [widget] {"position":"273,265","size":"100,100"}
\<<widget "AddOption">>\<<run $optionmap.set($args[0], $args[1])>>\<</widget>>\
::DisplayParagraphs [widget] {"position":"401,262","size":"100,100"}
<<widget "DisplayParagraphs">><<set _paragraph to $paragraphs[0]>>\
<<run $paragraphs.deleteAt(0)>>\
<span class="paragraph"><<print _paragraph>></span>
<<if $paragraphs.length > 0>>
<<linkreplace "@@#ContinueBtn;CONTINUE ➤@@" t8n>><<DisplayParagraphs>><</linkreplace>>\
<<else>>\
<<include DisplayOptions>>
<</if>>
<<timed 0.5s>><<script>>
var paragraphs = document.getElementsByClassName('paragraph');
if (paragraphs.length > 1) {
paragraphs[paragraphs.length-2].classList.add("dim");
}
<</script>><</timed>>\
<</widget>>
::SetSpeaker [widget] {"position":"674,151","size":"100,100"}
<<widget "SetSpeaker">><<set $currentspeaker to ("@@.speaker;" + $args[0] + "@@ - ")>><</widget>>
::BlankSpeaker [widget] {"position":"1225,100","size":"100,100"}
<<widget "BlankSpeaker">><<set $currentspeaker to "">><</widget>>
::AddParagraph [widget] {"position":"546,268","size":"100,100"}
<<nobr>>
<<widget "AddParagraph">>
<<set _para to "">>
<<if $paraAppendMode is true>>
<<for _text range $greentext>>
<<set _para to (_para + _text + "<br /><br />")>>
<</for>>
<<set $greentext to []>>
<<set $paraAppendMode to false>>
<</if>>
<<set _para to (_para + $currentspeaker + $args[0])>>
<<run $paragraphs.push(_para)>>
<</widget>>
<</nobr>>
::StoryAuthor {"position":"268,439","size":"100,100"}
Story by The Kirkwall Gazette Collective
Twine framework by Pikalex88
::StorySubtitle {"position":"392,432","size":"100,100"}
Be Gay; Solve Crimes
A Disco Elysium Fanwork
::StoryShare {"position":"526,432","size":"100,100"}
[["@ampepers on Twitter"|https://twitter.com/ampepers]]
[["Repo with the source code"|https://github.com/apepers/DiscoElysiumTwineMacros/]]
::GreenTextWidgets [widget] {"position":"400,600","size":"100,100"}
<<nobr>>
<<widget "TaskComplete">>
<<run $greentext.push("@@.green;Task complete: " + $args[0] + "@@")>>
<<if $args[1]>>
<<run $greentext.push("@@.green;Gained experience: +" + $args[1] + "@@")>>
<</if>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "SecretTaskComplete">>
<<run $greentext.push("@@.green;Secret task complete: " + $args[0] + "@@")>>
<<if $args[1]>>
<<run $greentext.push("@@.green;+" + $args[1] + " XP: gained experience@@")>>
<</if>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "NewTask">>
<<run $greentext.push("@@.green;New task: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "KimfluenceGained">>
<<run $greentext.push("@@.green;+" + $args[0] + " influence gained with Kim@@")>>
<<set $Kimfluence += $args[0]>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "KimfluenceLost">>
<<run $greentext.push("@@.green;-" + $args[0] + " influence lost with Kim@@")>>
<<set $Kimfluence -= $args[0]>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "KimfluenceCheck">>
<<run $greentext.push("@@.green;Your Kimfluence is set to: " + $Kimfluence + "@@")>>
<<if $Kimfluence > 0>>
<<run $greentext.push("@@.green;Kim likes you.@@")>>
<<elseif $Kimfluence < 0>>
<<run $greentext.push("@@.green;Lt Kitsuragi is not pleased with you.@@")>>
<<else>>
<<run $greentext.push("@@.green;The lieutenant is neutral toward you.@@")>>
<</if>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "ItemGained">>
<<run $greentext.push("@@.green;Item gained: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "ItemLost">>
<<run $greentext.push("@@.green;Item lost: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "ThoughtGained">>
<<run $greentext.push("@@.green;Thought gained: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "ThoughtComplete">>
<<run $greentext.push("@@.green;Thought complete: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "LevelUp">>
<<run $greentext.push("@@.green;Level up!@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<</nobr>>
::Start [nobr] {"position":"1100,50","size":"100,100"}
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Ah. We meet again. Just you, and me, floating in the deep, deep dark. Who are you?">>
<<AddOption "I'm Harry Du Bois. We...worked this out last time." ImHDB>>[[|ImHDB]]
<<AddOption "Lieutenant Double-Yefreitor Harrier Du Bois, of District 41, Revachol Citizen's Militia" ImDoubleY>>[[|ImDoubleY]]
<<AddOption "I'm the DISCO KING!" ImDiscoKing>>[[|ImDiscoKing]]
<<AddOption "I'm the GOD DAMN DEVELOPER!" DevModes>>[[|DevModes]]
<<AddOption "Oh, oh *god*, not this again. Not more lost memories. Please, please no..." ImNotDoingThisAgain>>[[|ImNotDoingThisAgain]]
::DevModes
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Only the very best and the very worst come here... Tell me, Harry, which one are you?">>
<<AddOption "We'll be GODLIKE!" SuperCop>>[[|SuperCop]]
<<AddOption "I'm the Saddest Cop in Saint-Saëns!" SaddestCop>>[[|SaddestCop]]
::SuperCop
<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "There's nothing you can't do, in this world... Except fail. But, why would you want to fail?">>
<<set $copotype to "SuperCop">>
<<set $INT to 15>>
<<set $PSY to 15>>
<<set $FYS to 15>>
<<set $MOT to 15>>
<<AddOption "Yeah! Who wants to fail! It's not like I have any failure conditions to test!" SoItBegins>>[[|SoItBegins]]
<<AddOption "Oh, shit, no. I have failure conditions to test." _back>>
::SaddestCop
<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "You never do anything right, Harry. And that's not going to change now.">>
<<set $copotype to "SaddestCop">>
<<set $INT to -10>>
<<set $PSY to -10>>
<<set $FYS to -10>>
<<set $MOT to -10>>
<<AddOption "Perfect. I need to go out and fail some rolls." SoItBegins>>[[|SoItBegins]]
<<AddOption "Oh, shit, no. I have success conditions to test." _back>>
::ImHDB
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Good, good. You have a name! But what kind of a man are you, Harry Du Bois?">>
<<AddOption "I'm... I'm a cop." ImACop>>[[|ImACop]]
<<AddOption "I'm the DISCO KING! Put me up, put me down, put my feet back on the ground, baby!" ImDiscoKing>>[[|ImDiscoKing]]
<<AddOption "I don't know. I thought I was a detective, but now I'm concerned." ImConcerned>>[[|ImConcerned]]
::ImACop
<<SetSpeaker "ANCIENT REPTILIAN BRAIN (sarcastic)">>
<<AddParagraph "Well *done*. You remember that much. You're a cop. But that's *what* you are, not who.">>
<<AddOption "I'm a pretty basic guy, I think. Balanced, you know?" BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "Well... I used to be a gym teacher! I'm still active, good with my body. Look at these guns!" GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "I'm brainy! Smart, really smart. I think outside the box a lot. Wouldn't say I'm so good with the physical stuff, though." HotNerdCop>> [[|HotNerdCop]]
<<AddOption "Who am I? I'm an artist. I see the beauty in the world, in the shadows and cracks of the universe. Heard 'you've got your head in the clouds again!' an awful lot." ArtCop>>[[|ArtCop]]
<<AddOption "I like to think of myself as a child of the universe, really. The City's my home and all that. In tune. You know." ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "Well... I like...technology? Radiocomputers, interisolary networks, all that. I'd love to take one apart, tell you the truth." RadioBoyCop>>[[|RadioBoyCop]]
::ImConcerned
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "This isn't a trick question, you know. You *are* a detective, but what kind of detective are you? Please, tell me I don't have to simplify this more for you. Unless, you know, you'd like to stay here with me forever, in the quiet, calm darkness. Peaceful, isn't it? We could never, ever leave. No pressure, no deadlines, no nagging Lieutenant Kitsuragi...">>
<<AddOption "Please, god, can I stay? It's all too much. It's so hard. I hate sobriety. Let's just stay here together... " ImStayHere>>[[|ImStayHere]]
<<AddOption "No! I want to wake up!" ImWakeUp>>[[|ImWakeUp]]
::ImStayHere
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "It *would* be nice, wouldn't it. But I'm afraid you're going to have to wake up. There's a corpse, Harry, and it's about to be *your* problem. Now. *who are you?* ">>
<<include OneOneThreeOptions>>
::ImWakeUp
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Fine. Wake up then. First, tell me *who you are*. ">>
<<include OneOneThreeOptions>>
::OneOneThreeOptions
<<AddOption "I'm a Lieutenant double-yefreitor, so I suppose I really love field work. It's a good balance of things. Bit of this, bit of that." BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "Uhm. I'm ... not particularly *clever*, really. Not much for people. You know what they say about gym teachers <nervous laughter>... all brawn and no brains." GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "Well, I used to be a gym teacher, but I've kind of let that go now. I'm into the intellectual pursuits these days, thinking between the lines and that." HotNerdCop>> [[|HotNerdCop]]
<<AddOption "I'm the artistic type. Find the beauty in everything, in the weird creepy spaces and sometimes in the odd corpse. There's art in this world, and I'm out to find it." ArtCop>>[[|ArtCop]]
<<AddOption "I don't know who I am. Maybe I'm just part of Revachol, you know? Baked into Jamrock? I am the city and the city is me. I don't know if I can walk without doing the Jamrock Shuffle any more." ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "Suppose I'm a bit of nerd, really. Always been interested in radiocomputers, interisolary systems, that sort of thing. I can usually work out tech, given a bit of time to look around first." RadioBoyCop>>[[|RadioBoyCop]]
::ImDiscoKing
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Ah. I see. The *Disco King*. And what does the Disco King do when he's not ... Discoing? ">>
<<AddOption "I ... well ... I suppose I'm a militiaman? Just a run of the mill militiaman. But there's Disco in my heart, baby!" BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "I'm a *machine*, baby! A twisting, hustling, hip-swinging *machine*! Should I flex for you? I'll flex for you." GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "Sweetheart, I'm an *intellectual*. A real *thinker*. I can think as fast as these feet can do the electric slide! The box is *nothing* to me!" HotNerdCop>> [[|HotNerdCop]]
<<AddOption "Me? Disco is art, baby, and I'm *all* Disco. A real mix of rhythm and rhyme. There's disco everywhere, in the clouds, in the air, in crime itself! Not in stiffs though. Stiffs aren't disco." ArtCop>>[[|ArtCop]]
<<AddOption "I'm always 'discoing', baby! I'm following the beat, the melody, and the rhythm of the dance. It's everywhere, in everyone. It's all part of the story, y'know? The great song of Revachol? Born to be *alive*!" ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "I'm DISCOTECH, baby! I'm the radio boy! I let the disco flow through me, and it shows me how things *work*. Radiocomputers and interisolary systems are nothing to me, with the radical power of disco at my side!" RadioBoyCop>>[[|RadioBoyCop]]
::ImDoubleY
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Lieutenant Double-Yefreitor Harrier Du Bois, of District 41, Revachol Citizen's Militia, is it? Awfully long title, for *such* a man. A sot, wasn't it? An *addict*. Such a *lot* attached to it, and all you did was drink it away. Pathetic. I suppose you'll tell me you've changed, you're not that man any more. But you are, you know. I see you. I *know* you.">>
<<AddOption "Fine. I'm a sot. An addict. But that doesn't mean I'm not trying to change. Be the detective I used to be." ImAddict>>[[|ImAddict]]
<<AddOption "You don't know me at all. I'm a damn fine detective, if a little unorthodox. Enough with this!" ImDamnFine>>[[|ImDamnFine]]
<<AddOption "You're right. I don't know who I'm trying to kid. I give up. I'll stay here, with you. It's nice and warm here." IGiveUp>>[[|IGiveUp]]
::ImAddict
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Trying to change, is it? If you *insist*, but you know what they say: 'the lady doth protest too much, methinks.' No matter. You say you're changing, Lieutenant Double-Yefreitor Harrier Du Bois. So, who will you *be*? ">>
<<AddOption "I'm going to be really *average*. Nothing special. Well, I'll be a little disco, but you know... unremarkable." BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "I'm going to play to my strengths. I might not be where I was mentally, but physically I'm better than ever. Between Vicquemare and Kim, I'll use my physical strength to my advantage." GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "In the future, I'll use my brain. Think before I act, don't run in blind, that sort of thing. I'd rather not lose myself again." HotNerdCop>> [[|HotNerdCop]]
<<AddOption "Since I found myself again, I've noticed I see the beauty in the world. Listen more to my surroundings, and tune out ... my *tie*, for one." ArtCop>>[[|ArtCop]]
<<AddOption "For one thing, I'm listening to my instincts. And the streets. Eighteen-odd years of police work, I'll have a good sense of Jamrock, at the very least, and Revachol as a whole. In a sense, I'm part of the scenery, aren't I?" ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "I've always been interested in technology, and I'm going to make time for that now. Radiocomputers, interisolary systems -- I'll know them inside and out!" RadioBoyCop>>[[|RadioBoyCop]]
::ImDamnFine
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "I don't know you? Impossible. *I AM YOU*. But go on then. Prove me *wrong*. Who are you?">>
<<AddOption "I'm an everyman. I could be your neighbour. No more trying to be the hotshot wunderkind. Just... a good cop." BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "Soon, I'll be an *Adonis*. Physical perfection. Women will swoon when I flex. Men will turn *green* with envy. Never mind the head-work, I'll just beat obstacles until they disappear!" GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "No more headbutting obstacles or throwing my shoes at windows. Those days are *behind me*. I'm an intellectual now. Brains before brawn!" HotNerdCop>> [[|HotNerdCop]]
<<AddOption "I've always thought of myself as the artistic type, you know? Body and mind working in tandem to turn grisly murders into an artwork of filed forms. Nothing ugly, just neatly solved crimes. Another perforation on my board." ArtCop>>[[|ArtCop]]
<<AddOption "\"Your reason and your passion are the rudder and the sails of your seafaring soul.\" I listen to the city, and the city tells me where to look. I'm an instinctive detective." ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "I'm a dark horse. All my years hunting for answers has given me some *techno skills*. I'm surprisingly good with radiocomputers, you know." RadioBoyCop>>[[|RadioBoyCop]]
::IGiveUp
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Yes, stay with me. Here, in the warmth and the darkness. Nothing can hurt you, here. Nothing to fear. Such a pity, then, that there's a cadaver out there, that's going to be *your* problem. Now, tell me, you puling child. Who *are* you?">>
<<SetSpeaker "YOU">>
<<AddParagraph "A *cadaver*? *Again?*">>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Yes, a cadaver. It's presently unimportant. What *is* important is *who you are*. Let's start with the basics, shall we? You're a detective. What sort of detective are you?">>
<<AddOption "I don't know! I'm ... average! That's what I am. Average!" BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "Well, uh... I wouldn't say I'm overly, uh, brainy? I'm the physical kind, you know?" GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "I'm a real thinker. The box holds no meaning for me! Rules are guidelines, mere *suggestions*!" HotNerdCop>> [[|HotNerdCop]]
<<AddOption "I'm a perfect blend of the physical and mental. A real artistic sort. Not that you'd understand. You're all... like *that*." ArtCop>>[[|ArtCop]]
<<AddOption "What kind of question is that? I'm a cop! I listen to the streets and the road and the city. How else am I meant to explain who I am?" ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "I'm a real listener. Full of know-how and derring-do! Good with radiocomputers, and I know a fair bit about interisolary systems, too." RadioBoyCop>>[[|RadioBoyCop]]
::ImNotDoingThisAgain
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "No, not 'this' again. You still know your name, don't you? Or have you forgotten already? That would be like you, wouldn't it? Pathetic. Look at you. You say you're sober, but your nose bears all the marks of alcohol. Red, swollen... you fit in better with those Martinaise Debardeurs than the *respectable* Revachol Citizen's Militia.">>
<<AddOption "Don't say that! Don't ... I've come so far" ImSoFar>>[[|ImSoFar]]
<<AddOption "Well, maybe that's true, but I'm *not* a Debardeur, I'm an RCM detective. A *sober* one at that. " ImNoDebardeur>>[[|ImNoDebardeur]]
<<AddOption "Listen here, you. I'm not perfect, but nobody is. Vicquemare's depressed. Torson glued his eyelids shut. Kitsuragi's a torque dork. I like a drink too much." ImNotPerfect>>[[|ImNotPerfect]]
::ImSoFar
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Pathetic. No defence, just childish stammering. You disgust me. No matter. You're about to receive a radiophone call. Before you lift the receiver, answer my question. Who are you? ">>
<<include OneFourOptions>>
::ImNoDebardeur
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Are you? I *believe you*, Detective Not-A-Debardeur. If you're *not* a debardeur, who *are* you?">>
<<include OneFourOptions>>
::ImNotPerfect
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Ah, ah, ah. Vicquemare, Torson, Kitsuragi - who are they to you? Why do they matter? They injure only themselves. You? You *wrong* people, *hurt* them, *injure* them. Useless, reckless care-for-nought. They should have fired you after the incident with your patrol and pursuit motorcarriage. Very well. Who do you *claim* to be now?">>
<<include OneFourOptions>>
::OneFourOptions
<<AddOption "I'm a detective of the 41st. Well balanced. Equal skills. You know, the kind of steady dependable man that solves crimes and goes home safe." BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "You can't be a detective without knowing how to use your body. It's about the physical, and the mental comes *afterwards*." GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "Being a detective in Jamrock needs smarts. Lots of brainpower. Intellect and people skills solve cases, not punching doors or throwing shoes through windows." HotNerdCop>> [[|HotNerdCop]]
<<AddOption "I'm in tune with my body and my mind. Recovery's done me good, you'll see! I listen to the world around me." ArtCop>>[[|ArtCop]]
<<AddOption "Well, uh, the city seems to somehow speak to me? I guess losing my memories made me better at listening to the people around me now. We're in tune, Revachol and I." ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "All that time in Martinaise running around after radiocomputers got me thinking, especially after Kim said I should get a hobby. These days, I'm a bit of a *wirehead*." RadioBoyCop>>[[|RadioBoyCop]]
::BasicBitchCop
<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "You, Harry Du Bois, are a Basic Bitch cop. Well balanced and way more average now that you've stopped the self-destructive drinking. [INT: 3 | PSY: 3 | FYS: 3 | MOT: 3]">>
<<set $copotype to "BasicBitchCop">>
<<set $INT to 3>>
<<set $PSY to 3>>
<<set $FYS to 3>>
<<set $MOT to 3>>
<<AddOption "Alright, I can live with this. I like average. Beats dead!" SoItBegins>>[[|SoItBegins]]
<<AddOption "Average? I'm anything but average! Take me back!" _back>>
::GymTeacherCop
<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Lieutenant Du Bois, you retain the high-performance physique of a former gym teacher. Perhaps a few too many knocks to the head have impacted your intelligence, but you remain a fine specimen of a man. [INT: 2 | PSY: 2 | FYS: 4 | MOT: 4]">>
<<set $copotype to "GymTeacherCop">>
<<set $INT to 2>>
<<set $PSY to 2>>
<<set $FYS to 4>>
<<set $MOT to 4>>
<<AddOption "Seems reasonable. I *did* drink so hard I lost my memory, that would have definitely put a dent in the old thinker." SoItBegins>>[[|SoItBegins]]
<<AddOption "Uh, no. I'm still a clever man! Take me back." _back>>
::HotNerdCop
<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Detective Du Bois, you have become a Hot Nerd. Whilst you maintain a powerful intellect, you have lost condition and physicality, requiring you to rely on your mental prowess to solve cases. [INT: 4 | PSY: 4 | FYS: 2 | MOT: 2]">>
<<set $copotype to "HotNerdCop">>
<<set $INT to 4>>
<<set $PSY to 4>>
<<set $FYS to 2>>
<<set $MOT to 2>>
<<AddOption "Of course! Brain power is the most useful thing a detective can have. Hot Nerd Cop, here I come!" SoItBegins>>[[|SoItBegins]]
<<AddOption "What? I don't think so! I'm still a real beefcake - take me back." _back>>
::ArtCop
<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Ah, Harrier. A true artist in your middle years, it seems. An Art Cop now, are you? Blending intellect and physicality, you neglect the outer world for your inner contemplation. [INT: 4 | PSY: 2 | FYS: 4 | MOT: 2]">>
<<set $copotype to "ArtCop">>
<<set $INT to 4>>
<<set $PSY to 2>>
<<set $FYS to 4>>
<<set $MOT to 2>>
<<AddOption "Losing my memories and rediscovering myself definitely caused my thoughts to turn inward. I'm an Art Cop now." SoItBegins>>[[|SoItBegins]]
<<AddOption "Uh, no? I wouldn't say I'm anything like that. Take me back!" _back>>
::ChildOfTheUniverse
<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "\"Much in you is still man, and much in you is not yet man.\" A true Child of the Universe Cop, you know what everyone is thinking, and the city's heartbeat is your own. You're in tune with your body and other's minds, but are often distracted by these revelations. [INT: 2 | PSY: 4 | FYS: 4 | MOT: 2]">>
<<set $copotype to "ChildOfTheUniverse">>
<<set $INT to 2>>
<<set $PSY to 4>>
<<set $FYS to 4>>
<<set $MOT to 2>>
<<AddOption "\"When you work you are a flute through whose heart the whispering of the hours turns to music.\" You're right. I'm the child of this wondrous universe." SoItBegins>>[[|SoItBegins]]
<<AddOption "Uh... sorry, *what*? I... don't think this is for me. Take me back." _back>>
::RadioBoyCop
<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "A real wirehead, huh? A technocop? Harry Du Bois, a man with a hobby he can use at work. You see things and you know what to do with them, just like a radiocomputer on an interisolary network. But -- you forget to eat and sleep. [INT: 4 | PSY: 2 | FYS: 2 | MOT: 4]">>
<<set $copotype to "RadioBoyCop">>
<<set $INT to 4>>
<<set $PSY to 2>>
<<set $FYS to 2>>
<<set $MOT to 4>>
<<AddOption "Oh, that sounds like a really useful hobby! I bet it comes in handy. I'll be a Radio Boy Cop." SoItBegins>>[[|SoItBegins]]
<<AddOption "What? No. No, I am *not* a dorky wirehead! Take me back!" _back>>
::SoItBegins
<<PassiveSkill "Perception">>
<<AddParagraph "A ringing in your ears drowns out the voices, and you surface out of the usual dreams like breaking through water. Your eyes open the same time your lungs do, drinking in air and the world around you.">>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "You've reached across the sidetable and cupped the phone receiver to your ear before the rest of you even registers it was the phone ringing. You squint at the clock on the wall, only to remember that it's been stuck at \"8:20\" for months now.">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "It's one of many broken things in your apartment you keep telling yourself you'll fix, but, first thing in the morning, the minute and hour hands form an all too relatable frown.">>
<<AddOption "\"Hello?\"" PhoneHello>> [[|PhoneHello]]
<<AddOption "\"Do you know what time it is?\"" PhoneWhatTime>> [[|PhoneWhatTime]]
::PhoneHello
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Hello, Detective. I hope I did not wake you.\"">>
<<AddParagraph "The lieutenant doesn't bother to introduce himself. You'd recognize each other's voices anywhere, and, really, who else would be calling you, Harry?">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "You don't feel that bad about that last part, though. Even after being his partner a year, you *like* hearing his voice. There are worse things to wake up to.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "And a few better things...">>
<<PassiveSkill "Volition">>
<<AddParagraph "Coffee. He means coffee.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "No, I don't.">>
<<AddOption "\"I'm as awake as I ever am. Which is not at all. What's going on?\"" PhoneWhatUp>> [[|PhoneWhatUp]]
::PhoneWhatTime
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Khm. I will remind you, Officer, that you have called me at more godforsaken hours than this.\" Kim's voice in your ear is tinny and dry, and the unsteady connection adds a shake that isn't usually there.">>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 12>>
<<SkillSuccess>>
<<PassiveSkill "Half Light">>
<<AddParagraph "Are you sure it's the connection doing that?">>
<</if>>
<<AddOption "\"No, really, I have no idea what time it actually is. I just woke up, and my clock is frowning at me.\"" PhoneWhatTime2>> [[|PhoneWhatTime2]]
::PhoneWhatTime2
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Your clock is... frowning at you.\" From the pause, you think the clock isn't the only thing frowning at you.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 9>>
<<SkillSuccess>>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "Negative, Detective. At Precinct 41, Lt. Kim Kitsuragi stands by the phone, one gloved hand holding the receiver to his ear, the other gripping a file hard enough to crease the paper. Stress similarly creases his face, but at that comment, at the image of you staring down a frowning clock, his lips twitch into the barest smile, even if only a moment.">>
<</if>>
<<AddOption "\"Yeah, but time is a human construct anyway. What's going on, Kim?" PhoneWhatUp>> [[|PhoneWhatUp]]
::PhoneWhatUp
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"We have a new case, Detective,\" Kim informs you, the consummate professional. "\"A murder. I have the files and will be outside your apartment in fifteen minutes. Please try to at least have pants on by then.\"">>
<<AddOption "\"My loins will be girded. No promise about the rest of me, though.\"" PhoneLoins>> [[|PhoneLoins]]
::PhoneLoins
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"I will keep my expectations suitably low,\" Kim drawls out with a subtle warmth. There is a pause, a soft breath of sound like he's about to say something else, only for him to hang up with a heavy clang.">>
<<PassiveSkill "Empathy">>
<<AddParagraph "He didn't mean for that to come across as abrupt as it did. He just wants to get this over with.">>
<<AddOption "Get dressed and wait for Kim." PhoneGetDressed>> [[|PhoneGetDressed]]
<<AddOption "Roll over and try to go back to sleep." PhoneNo>> [[|PhoneNo]]
::PhoneNo
<<PassiveSkill "Authority">>
<<AddParagraph "Ex*cuse* me, Detective? Is this how you expect to keep up that \"Two cases a week\" pace? By sleeping in? Forcing your *lieutenant* to do all the work for you? Sleep is for the weak! Now get up, soldier, and put on some pants!">>
<<AddOption "Fine. But for the record, I am doing this with great reluctance." PhoneGetDressed>> [[|PhoneGetDressed]]
::PhoneGetDressed
<<SetSpeaker "You">>
<<AddParagraph "You pull on clothing that smells clean and splash some water onto your face. No time to make coffee, and rubbing at your eyes doesn't erase the bags under them. You wait at the window, and the Kineema roars up your street twelve minutes after the lieutenant had hung up, splashing through a shallow puddle and coming to a sharp stop just outside your apartment. The lieutenant is always aggressively punctual.">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "You, on the other hand, prefer to be fashionably late. And it's always been obvious which of you two is more fashionable.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant pulls the lever to put the Kineema in park, the engine idling with a rumbling purr. He spots your shadow in the window and arches an eyebrow at you. You are helpless to obey its pull.">>
<<AddParagraph "When he sees you approaching, the lieutenant gets out of the driver's basket to let you into the back. He digs his hands into his pockets and tips his head towards the open door. \"Get in,\" he says. \"We'll talk on the way.\"">>
<<PassiveSkill "Rhetoric">>
<<AddParagraph "Not even a hello? Be on your guard, Detective.">>
<<AddOption "[Savoir Faire - Medium] Shimmy gracefully into the back seat." ShimmyBackSeat>> [[|ShimmyBackSeat]]
<<AddOption "[Authority - Impossible] Insist on driving." FuckingLOL>> [[|FuckingLOL]]
::FuckingLOL
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 100>>
<<SkillSuccess>>
<<PassiveSkill "Authority">>
<<AddParagraph "You are *joking*, right? You couldn't pull that off even if you were the next Innocence! Get in the fucking back seat, Detective!">>
<<else>>
<<KimfluenceLost 1>>
<<SkillFailure>>
<<PassiveSkill "Authority">>
<<AddParagraph "You barely get two words out before the lieutenant's eyebrow commands you to silence. *Drive my Kineema?* that face says. It's like asking if you could fuck his wife. Husband. Spouse. Exhaust pipe? You don't know. You just know that you will be taking your life into your own hands if you ask that again.">>
<</if>>
<<AddOption "[Savoir Faire - Medium] Obey the eyebrow and slink into the backseat like the naughty boy you are." ShimmyBackSeat>> [[|ShimmyBackSeat]]
::ShimmyBackSeat
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 10>>
<<SkillSuccess>>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "The space between the one front seat and the back is narrow and awkward for someone of your... meatiness, but you know your body. You suck in your gut and embrace your inner noodle. You bend in ways no human should be able to and slither your way through the space, sliding into a graceful sit. If Kim is impressed, it doesn't show on his face as he climbs back into the driver's seat.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "This car hates you. That must be why, no matter how many times you climb into the back, your gut gets stuck. You aim for a graceful slither and end up with a woeful wobble, not so much sliding into the seat as falling onto it. Thankfully, Kim doesn't comment as he climbs back into the driver's seat.">>
<</if>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "The lieutenant drops a folder into your lap. You catch it before its contents can spill onto the floor.">>
<<PassiveSkill "Perception (Smell)">>
<<AddParagraph "Stale smoke fills your lungs, and you realise the back of the motor carriage -- and the lieutenant's jacket -- smell like a dive bar ashtray, like he had spent all night in a smoky bar. Or maybe like he had started started smoking early, today, and in the Kineema...">>
<<AddOption "[Perception - Easy 8] \"Have you been smoking, this early?\"" SmokeCheck>>[[|SmokeCheck]]
::SmokeCheck
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<SkillSuccess>>
<<PassiveSkill Perception>>
<<AddParagraph "He has definitely been smoking, and from the smell wafting off his jacket, it's more than just one.">>
<<PassiveSkill Empathy>>
<<AddParagraph "He's freaked out enough about something that he's smoking in the *morning*. This isn't the old Kitsuragi one-smoke-before-bed.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill Perception>>
<<AddParagraph "No, it's gone now. It's probably just the smell of last night's clinging to his jacket.">>
<</if>>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The slam of the door shut is punctuation to the answer he doesn't give. \"I'll keep the windows open,\" is all he says, and you realise that they *are* already open, despite the scattered rain the gray light and wet pavement suggest. He puts the motor carriage into drive, and you feel it move away from the curb. \"The crime scene isn't far from here.\"">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "The lieutenant's gloved hands grip the steering levers with the easy command of someone who has mastered the art. It shouldn't have an effect on you, the flex of his thumb on the lever or that barest sliver of skin between his sleeve and his glove, but it makes your collar feel hot and tight around your throat. You're grateful that he can't see you staring at his hands.">>
<<PassiveSkill "Conceptualization">>
<<AddParagraph "You've been doing this more often, lately. Staring at him when you think he can't see it. It's the way some people look at paintings.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 12>>
<<SkillSuccess>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "You almost forgot about the mirrors. Your eyes catch Kim's in one before you both glance at something else. Oops.">>
<</if>>
<<AddOption "[Composure - Hard] Try to focus on the case." TryToFocus>> [[|TryToFocus]]
::TryToFocus
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 13>>
<<SkillSuccess>>
<<PassiveSkill "Composure">>
<<AddParagraph "You can compartmentalise. The lieutenant stays a warm, orange-tinted presence at the edge of your vision as you open the case file.">>
<<AddOption "Skim the notes inside." CarLookAtFile>> [[|CarLookAtFile]]
<<else>>
<<SkillFailure>>
<<PassiveSkill "Composure">>
<<AddParagraph "Don't stare at Kim's hands. Don't think about how the leather gloves would feel against your skin. Don't think about his long fingers and the way they grip the steering levers. Don't think about--">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "I'm thinking about it.">>
<<PassiveSkill "Composure">>
<<AddParagraph "Goddammit.">>
<<AddOption "\"SO ABOUT THAT MURDER,\" you say loudly, burying your face in the open file." AboutThisCase>> [[|AboutThisCase]]
<</if>>
::AboutThisCase
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant jumps as you shout the words in his ear. The Kineema fishtails as he throws you a startled look in the mirror. Your shoulder bumps into the side as the lieutenant recovers, grip tight on the levers as the motor carriage straightens out.">>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "Sorry. I thought shouting about murder would help.">>
<<PassiveSkill "Composure">>
<<AddParagraph "*With what?*">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant clears his throat, still looking a bit flustered in the glimpses you catch of his mirror self. \"Khm. Yes. I am... glad to hear you're enthusiastic about the case, Detective, but perhaps you should not scream while I am driving.\"">>
<<AddOption "Actually look at the file you've buried your nose in." CarLookAtFile>> [[|CarLookAtFile]]
::CarLookAtFile
<<SetSpeaker "You">>
<<AddParagraph "The file is surprisingly thin. A noise complaint from eight hours ago lists the presumed address and residence owner. You check the floor to make sure you haven't dropped any paperwork. Nope.">>
<<SetSpeaker "You">>
<<AddParagraph "\"All I see is a noise complaint from last night. How do we know there's a murder?\"">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "There's a coiling of tension in the lieutenant's shoulders. You can only see a sliver of his face in the mirror, but his eyes are focused on the road. \"The noise complaint is hours old. There's no noise, now.\" He realises that would be normal for a noise complaint and makes a frustrated gesture. \"There was an anonymous tip. It's ... I have a bad feeling about this one.\"">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 8>>
<<SkillSuccess>>
<<PassiveSkill "Drama">>
<<AddParagraph "Odd that there's no report or transcript of the anonymous call. Usually the lieutenant is more meticulous than that. You should ask him about it.">>
<<PassiveSkill "Rhetoric">>
<<AddParagraph "Later. Ask him later, when you can see his face.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Drama">>
<<AddParagraph "Everything checks out here, sire!">>
<</if>>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant steers the Kineema down a side street, tapping the horn impatiently to disperse a cluster of pedestrians clogging the road. Rain starts to fall again, smearing signs and streetlights into electric blurs. The lieutenant steers the motor carriage to a stop, and you step out into the rain.">>
<<PassiveSkill "Shivers">>
<<AddParagraph "Revachol is cold, today, but the hot breath of Jamrock curls around your ankles as you stand on the street corner. An apartment building towers over you, stretching toward the sky as if it meant to thrust through the sun itself. Somewhere on the next block, you can hear a baby screaming, wordless and confused, a familiar sensation. You can hear the wind scrape across Lt. Kitsuragi's aerostatic jacket beside you, and the batting wings of a gull lifting off from the bins beside the building.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Shall we?\" He gestures toward the building.">>
<<AddOption "Go inside" 3FHall>>[[|3FHall]]
::Street [nobr]
<<if $Day == 1>>
<<if $visStreet == 0>>
<<PassiveSkill "Shivers">>
<<AddParagraph "Revachol is cold, today, but the hot breath of Jamrock curls around your ankles as you stand on the street corner. An apartment building towers over you, stretching toward the sky as if it meant to thrust through the sun, itself. Somewhere on the next block, you can hear a baby screaming, wordless and confused, a familiar sensation. You can hear the wind scrape across Lt. Kitsuragi's aerostatic jacket, beside you, and the batting wings of a gull lifting off from the bins beside the building.">>
<<set $visStreet = 1>>
<<else>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "As you walk out onto the sidewalk, the lieutenant stuffs his hands into the pockets of his bomber jacket. His breath mists in front of his mouth. There's something... different, here. It nags at you.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 9>>
<<PassiveSkill "CONCEPTUALIZATION">>
<<AddParagraph "It's the silhouette. The lieutenant's fashion is consistent and exact. Leather gloves, orange bomber jacket open to a v-neck shirt, with sleeves rolled up to his elbows. This is the first time you've seen those sleeves rolled down.">>
<<PassiveSkill "COMPOSURE">>
<<AddParagraph "Even when it's snowing out, Kim keeps the sleeves of his jacket rolled up. It's all part of his Look, his *cool* factor. You know how *cool* people don't look at explosions? *Cool* people don't worry about hypothermia, either.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 9>>
<<PassiveSkill "RHETORIC">>
<<AddParagraph "Ask him about the sleeves, but ease into it. The lieutenant is a private person.">>
<</if>>
<<AddOption "\"You rolled down your sleeves.\"" RolledDown>> [[|RolledDown]]
<<AddOption "\"You're so cool, Kim.\"" CoolKim>> [[|CoolKim]]
<<AddOption "Who cares if he rolled down his sleeves? It's fucking cold out. Your sleeves are rolled down too. It's what normal people do." ColdOut>> [[|ColdOut]]
<</if>>
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]
<</if>>
<</if>>
<<if $Day == 2>>
<<AddParagraph "We ain't got a Day 2 yet.">>
<</if>>
<<AddOption "Go inside" 3FHall>>[[|3FHall]]
::3FHall
<<SetSpeaker "West Jamrock Apartments">>
<<AddParagraph "The linoleum on the floor is peeling, and the subflooring creaks with every step. It's still better than your place. One door is slightly ajar. The doors to the right and left of it are closed, as is the door across the hall.">>
<<AddOption "Examine crime scene" CrimeScene>>[[|CrimeScene]]
<<AddOption "Knock on 301 (to the left)" Door301>>[[|Door301]]
<<AddOption "Knock on 304 (across the hall)" Door304>>[[|Door304]]
<<AddOption "Knock on 305 (to the right)" Door305>>[[|Door305]]
<<AddOption "Talk to the upstairs neighbour" 4FHall>>[[|4FHall]]
<<AddOption "Talk to the downstairs neighbour" 2FHall>>[[|2FHall]]
<<AddOption "Test Kimfluence widgets" KimfluenceTestNode>>[[|KimfluenceTestNode]]
<<AddOption "Go back outside" Street>> [[|Street]]
::Door301
<<if $Day < 2>>
<<set $SpokeToGarte = 1>>
<<SetSpeaker "Apartment 301">>
<<AddParagraph "The door reverberates with your cop knock, and after a long moment, it swings open partway to reveal the face of someone you were not expecting to see, here.">>
<<SetSpeaker "Garte">>
<<AddParagraph "If that's not the same shirt he was wearing the last time you saw him at the Whirling, then he's got a closet full of them. Garte looks at you in barely-contained horror, and his eyes widen in surprise when he sees Kim, but they drift back to you, no less horrified. \"You. Again. At my home, this time. I can promise you there are no dead men hanging from trees, here.\"">>
<<PassiveSkill "Half Light">>
<<AddParagraph "Can he, though? When's the last time he looked outside? Maybe he should check.">>
<<AddOption "\"Are you sure about that?\"" GarteHangingMen>> [[|GarteHangingMen]]
<<AddOption "\"Just dead men lying in their living rooms, right? Heh. It just occurred to me how ironic the name *living room* is in this instance.\"" GarteLivingRoom>> [[|GarteLivingRoom]]
<<AddOption "Hold your arms out wide and yell, \"GARTE! How wonderful to see you!\"" GarteGreeting>> [[|GarteGreeting]]
<</if>>
<<AddOption "Come back later" 3FHall>> [[|3FHall]]
::GarteGreeting
<<SetSpeaker "Garte">>
<<AddParagraph "The cafeteria manager meets your enthusiasm with wide-eyed concern. He eyes your outstretched arms and inches back as you inch forward, leaning back on his heels and shaking his head.">>