config.style.dark..link.lineColor: "red-4"
config.style.dark.page.link.active.color: "red-2 on red-6"
config.style.dark.page.link.lineColor: "red-4"
config.style.page.theme.override: "dark"
--
[align center]
*For Those Bitten* contains themes and scenarios that may be distressing to some players. Proceed at [[your own discretion.->NameConfirmation]]
[continue]
----
[align center]
<sub>an *interactive experience* by Christian Husband</sub>
DamienPoints: 0
KelseyPoints: 0
affinity: "test"
--
It's been a few hours since you escaped the laboratory, crushing the skull of the *Bitten* that was standing in your way. By a stroke of luck—or maybe fate—you were able to find a friendly survivor named Damien who offered to take you to a nearby camp.
{reveal link: 'Hope was something that felt fleeting.', text: 'Hope was something that felt fleeting. Not the kind people used to talk about, back when the world was whole. Not the soft kind, all warm promises and easy futures. That kind is long gone.'}
Would this camp be that safe haven for you?
| [[~~Next~~->Introduction 2]]
**What do they call you here?** |
{text input for: 'pname'}
| [[~~Next~~->Introduction]]
config.header.center: "Day One"
--
Or yet another false promise?
| [[~~Next~~->Introduction 3]]config.header.center: "Day One"
--
You'd have to wait and find [[out.->Introduction4]]
config.header.center: "Day One"
choice1: false
choice2: false
choice3: false
choice4: false
talktimes: 0
--
You and Damien stroll through the forest together.
You glance over at the survivor, getting your first good look at him.
He is a young man, tall and lean, dressed in a faded letterman jacket. His curly hair sticks to his tawny skin from sweat. His gun still remains trained in the distance, and his hand doesn’t waver.
You can see that his right knee is bound in a thick cast, caked with dried blood.
The fallen leaves crunch beneath your feet—judging by that and the brisk wind rippling through your clothes, winter is approaching soon.
You can’t even remember if you’ve survived a winter after the outbreak. Everything before you woke up in the laboratory was [[murky.->Walking To Camp.]]
config.header.center: "Day One"
--
[if talktimes !==2]
It’s quiet between you both. You wonder if you should try to make conversation.
[continue]
[if !choice1 && talktimes !== 2]
>[[So...where exactly are we going?]]
[continue]
[if !choice2 && talktimes !==2]
>[[What happened to your leg?]]
[continue]
[if !choice3 && talktimes !==2]
>[[How are you feeling?]]
[continue]
[if !choice4 && talktimes !==2]
>[[(...)->Silence on the way to Camp]]
[continue]
[if talktimes !==2]
----
~~Tip:~~ Choose the response that appeals to you. Silence is a valid option.
[continue]
[if talktimes === 2]
Eventually, after what seems like eternity, you arrive at a massive fence, built out of carved wooden spikes. Laughter emerges from within. You assume that this is the camp.
You can see the sun beginning to set below the peaks.
| [[~~Next~~->Outside of Camp]]
config.header.center: "Day One"
talktimes: talktimes + 1
choice1: true
--
“A camp of survivors,” Damien said. “Who are trying their best to keep the last shreds of humanity in the world. As long as you’re with me, you’ll be fine.”
You nod.
>[[Back to walking.->Walking To Camp.]]
config.header.center: "Day One"
talktimes: talktimes + 1
choice2: true
--
Damien grimaced, peering down at his heavily wrapped leg.
“I used to play basketball…before. Blew out my knee. Never got the chance to heal it fully before all of this happened. Now, when I aggravate it, it swells and bleeds. It’s usually fine after a few days. Usually. If I manage it right, I'll be able to contribute enough at camp.”
>[[You're brave.]]
>[[You're shortsighed.]]
>[[(...)->Walking To Camp.]]config.header.center: "Day One"
talktimes: talktimes + 1
choice3: true
DamienPoints: DamienPoints + 1
--
Damien shrugs. "Been better. Could be worse. I'll feel more at ease once we arrive at camp. Then, we can get some things into motion."
He turns towards you. You stare back, holding eye contact for as long as you can.
His brown eyes are still as *mesmerizng* as ever.
"But...uh...thanks for asking."
You nod, smiling.
>[[Back to walking.->Walking To Camp.]]config.header.center: "Day One"
talktimes: 2
choice4: true
--
You decide to spend the rest of the walk in [[silence.->Walking To Camp.]]config.header.center: "Day One"
choice1: false
choice2: false
choice3: false
choice4: false
talktimes: 0
--
Two men—one burly and one lanky—are perched outside the entrance to the camp, rifles slung over their shoulders.
The guards are deep in conversation with a young woman, who is wearing a bright two-piece jumpsuit. The woman seems incredibly animated, waving her arms around wildly in frustration. Her curly hair was braided tightly.
As you and Damien approach, you’re able to hear them all more clearly.
“Look—I can be useful," the young woman says. "Just let me have a sit down with your leader. I have good info, I *swear*.”
The burly man snorts. “And yet, you won’t tell us this useful information.”
“It isn’t for your ears. You’re cute and all. Love the muscles. But I have to bring this to the person in charge.”
| [[~~Next~~->Outside of Camp2]]
config.header.center: "Day One"
DamienPoints: DamienPoints + 2
--
[after 500 ms]
ⓘ *Damien likes your response*
[continue]
Damien smiled. “Yeah—thanks. I know it isn’t the smartest thing in the world but I've been so used to pushing myself to reach my peak—I don’t see this as any different now."
>[[Back to walking.->Walking To Camp.]]
config.header.center: "Day One"
DamienPoints: DamienPoints - 2
--
[after 500 ms]
ⓘ *Damien does not apperciate your criticism*
[continue]
Damien shrugged. “Maybe. I didn’t really ask for your opinion though.”
>[[Back to walking.->Walking To Camp.]]config.header.center: "Day One"
--
As they continue to squabble, the thin man notices you both and grins widely, two of his top teeth missing. “I’ll be damned—Damien. You’re alive. We haven’t heard from you in two weeks. We thought you—“
The thin man makes a crude slash across his throat.
Damien shook his head. “Jimmy. Not dead yet. I need to talk to Gwenlynn.”
Jimmy turns towards you. “And you are?”
>[[Introduce yourself.]]
>[[Let Damien answer for you.]]config.header.center: "Day One"
--
Jimmy raised an eyebrow. “{pname}, is that right? Well—as Damien knows—we’re at fucking overcapacity in there. Having him vouch for you means a lot, but me and Lawrence spend all day turning survivors away *much* worse off than you. All I’m saying is, a little *donation* from some stuff you’ve gotten out there may go a long—“
Damien cuts in. “We’re going in. And I’m letting Gwenlynn know about this.”
Jimmy gives you both a pained smile. “All jokes. I’m *joking.* Go ahead.”
Damien pushes past the thin man roughly, gesturing for you to come.
>[[Follow Damien.->Outside of the Camp3]]
config.header.center: "Day One"
DamienPoints: DamienPoints + 2
--
[after 500 ms]
ⓘ *Damien likes you let him answer*
[continue]
"This is {pname}. A survivor I found while I was out scouting—they'll be useful. I'll make sure of it."
Jimmy raised an eyebrow. “Name, is that right? Well—as Damien knows—we’re at fucking overcapacity in there. Having him vouch for you means a lot, but me and Lawrence spend all day turning survivors away much worse off than you. All I’m saying is, a little *donation* from some stuff you’ve gotten out there may go a long—“
Damien cuts in. “We’re going in. And I’m letting Gwenlynn know about this.”
Jimmy gives you both a pained smile. “All jokes. I’m joking. Go ahead.”
Damien pushes past the thin man roughly, gesturing for you to come.
>[[Follow Damien.->Outside of the Camp3]]config.header.center: "Day One"
KelseyPoints: 0
dayOneHelpedKelsey: false
--
[after 500 ms]
⟳ *checkpoint achieved*
[continue]
As you walk forward, the young woman makes eye contact with you, pausing mid-sentence.
“You *motherfuck*—hey, you! Give me a hand here and help me make these idiots see sense.”
Damien shook his head. The message was clear—*Leave her.*
>[[⑄ Help the **young woman**.->Outside of the Camp4]]
>[[⑄ Follow **Damien**.->Walking into Tarrin]]
----
~~Tip:~~ *Crossroads*—signaled by ⑄—are major decisions that greatly affect the story of For Those Bitten. They can open up—or restrict—entire romance and/or narrative branches. config.header.center: "Day One"
DamienPoints: 0
KelseyPoints: KelseyPoints + 5
dayOneHelpedKelsey: true
KelseyRomanceable: true
gotKelseyInfo: false
gotKelseyArmedInfo: false
gotKelseyAloneInfo: false
gotKelseyLocationInfo: false
conKelseyArmedInfo: false
conKelseyInfo: false
conKelseyLocationInfo: false
conKelseyAloneInfo: false
suppliesGuards: false
beatGuardsinDD: false
convincePoints: 0
KelseyRomanceable: true
dayOneFollowedDamien: false
dayOneKelseyGiveControl: false
dayOneKelseyTakeControl: false
--
[after 500 ms]
ⓘ *Kesley is pleased that you chose to help her*
[continue]
[after 1000 ms]
ⓘ *Damien is hurt that you did not follow him*
[continue]
You hang back, deciding to help the young woman. You catch a strange expression on Damien’s face before he walks away.
“Thank *god*,” the young woman says. “I’m Kelsey—heard your name already. *Listen*—I can’t tell you exactly what it is I have to do there, but just try to convince these guys for me.”
You nod.
“And hey—“
Kelsey grabs your shoulder, digging her nails into your arm. “And I like you aready. Maybe we can help each other out more later. I remember people who treat me well. We all need to have a little fun sometimes, right?”
>[[⚿ ⚭ Flirt Back.->FlirtKelseyOutsideCamp]]
>[[We should focus.->DontFlirtOutsideCamp]]
[if affinity === "charismatic"]
>[[*(charismatic) ⚭* You can't handle me.->RaunchyOutsideCamp]]
[else]
<center>⊘</center>
<center><strike>(charismatic) ⚭ You can't handle me. </strike></center>
[continue]
----
~~Tip:~~ The ⚭ symbol allows you to engage in a romantic interaction with a character in *For Those Bitten*. Most romantic options only are available when you are in good standing with a character and/or you have met the proper requirements. Each character is romanceable in a different way—experiment!
config.header.center: "Day One"
DamienPoints: DamienPoints + 5
dayOneFollowedDamien: true
beatGuardsinDD: false
suppliesGuards: false
KelseyRomanceable: true
dayOneSpokeToBumiWife: false
--
[after 500 ms]
ⓘ *Damien is pleased you chose to follow him*
[continue]
[after 1000 ms]
ⓘ *The young woman feels betrayed that you left her*
[continue]
You decide to follow Damien into camp, leaving the young woman behind. Maybe in a different situation you would have helped out but you had to put your own survival first.
Plus, you weren’t even sure if you’d be accepted into camp come morning. Damien made it sound like a done deal but the guards made it clear—without Damien vouching for you, they would have turned you away too.
Then you surely would have died. If not by a Bitten, then to the cold of the night.
| [[~~Next~~->Walking into Tarrin2]]
config.header.center: "Day One"
KelseyPoints: KelseyPoints + 3
dayOneKelseyGiveControl: false
dayOneKelseyTakeControl: false
--
[after 500 ms]
ⓘ *Kelsey likes your flirting*
[continue]
You flirt back, agreeing that some fun could be on the schedule for you if time permits.
Kelsey bats her eyelashes. “Hey—you're not the only one busy either. I have some tight openings that *I might* be able to squeeze you into."
You nod and smile, suggesting what *could* happen if your schedules aligned.
Kelsey bit her lip. "Damn—I’ll hold you to that. Stop making me wait so long then. Go!”
>[[Okay.->Outside of the Camp5]]
config.header.center: "Day One"
KelseyPoints: KelseyPoints - 3
dayOneKelseyGiveControl: false
dayOneKelseyTakeControl: false
--
[after 500 ms]
ⓘ *Kelsey does not like your response*
[continue]
Kelsey purses her lips. "You're no fun. Alright, let me know when you've figured it out then."
>[[Okay.->Outside of the Camp5]]
Test option. Just meant to show how unavailable choices would look.
config.header.center: "Day One"
--
[after 500ms]
<center>⏱ *Find a way into the camp*</center>
[continue]
You ponder for a moment.
In order to convince the guards to let you both in, you’ll either have to try to barter with them directly, or find more information about Kesley to make a compelling argument to them.
>[[Talk to Kelsey.]]
>[[Talk to the guards.]]
config.header.center: "Day One"
--
You tell Kelsey you need to ask her a few questions in order to help convince the guards.
“Alright,” Kelsey says. “What do you need to know?”
[if !gotKelseyLocationInfo]
>[[Where were you before this?]]
[continue]
[if !gotKelseyArmedInfo]
>[[Are you armed?]]
[continue]
[if !gotKelseyAloneInfo]
>[[Are you alone?]]
[if !gotKelseyInfo]
>[[What information do you have?]]
[continue]
>[[Never mind.->Outside of the Camp5]]
config.header.center: "Day One"
--
You approach the two guards, Lawrence and Jimmy. They are embroiled in the middle of some sort of dice game, rolling them on the dirt. They pause when they see you approaching.
[if passage.visits === 1]
A memory unearths. You don't know *how*, but you recall this game—*Dust and Dice.* It involved pure luck as much as it did precise skill. Maybe you could try to barter for Kelsey's entrance by beating them.
Then again, you remember Jimmy clamoring for resources eariler. You have some—perhaps parting with them is the best way to go.
Or maybe the better angle is to use the information you currently have.
[continue]
[if convincePoints >= 3]
*You think to yourself that you may have a good shot of convincing them now.*
[continue]
[if gotKelseyInfo && !conKelseyInfo && KelseyPoints >= 5]
⌽ [[Mention the specfics of Kelsey's info.->gotSpecKelseyInfo]]
[continue]
[if gotKelseyInfo && !conKelseyInfo && KelseyPoints <= 4]
⌽ [[Mention Kelsey's info.->gotKelseyInfo]]
[continue]
[if gotKelseyArmedInfo && !conKelseyArmedInfo]
⌽ [[Mention Kelsey's weapon.->gotKelseyArmedInfo]]
[continue]
[if gotKelseyLocationInfo && !conKelseyLocationInfo]
⌽ [[Mention Kelsey's previous location.->gotKelseyLocationInfo]]
[continue]
[if gotKelseyAloneInfo && !conKelseyAloneInfo]
⌽ [[Mention Kelsey is alone.->gotKelseyAloneInfo]]
[continue]
[if convincePoints < 3 && !suppliesGuards]
⌽ [[Give Supplies.->giveSuppliestoGuards]]
[continue]
[if convincePoints < 3 && !beatGuardsinDD]
⚀ ⚅ [[Offer to wager them in *Dust & Dice*->GuardsAcceptWager]]
[continue]
[[⌁ **Convince** The Guards->⌁ Convince The Guards]]
>[[❂ Leave The Guards.->Outside of the Camp5]]
[if passage.visits === 1]
----
~~Tip:~~ The ⌁ symbol allows you to attempt to convince another person to avoid hostility. Sometimes convincing will be selecting the correct responses in a certain sequence. Sometimes convincing will involve avoiding a certain response. Sometimes convincing will require having prior information or possesing certain objects.
Keep in mind that not everything you may have at your disposal is neccesary and/or useful. Each interaction is different, and textual clues will be given to guide you.
[continue]
config.header.center: "Day One"
convincePoints: convincePoints + 1
conKelseyInfo: true
--
You tell them about Kelsey's information, mentioning that she said that the information could save the life of their leader.
The guards seem to be listening.
[[**~~Back~~**->Talk to the guards.]]config.header.center: "Day One"
convincePoints: convincePoints - 1
conKelseyInfo: true
--
You tell them about Kelsey's information, unable to provide more information beyond its deemed importance.
The guards seem unmoved.
[[**~~Back~~**->Talk to the guards.]]config.header.center: "Day One"
convincePoints: convincePoints - 2
conKelseyArmedInfo: true
--
You mention that Kelsey is armed with a dagger.
The guards seem alarmed at your reveal.
You think to yourself that maybe you shouldn't have mentioned that piece of information.
[[**~~Back~~**->Talk to the guards.]]config.header.center: "Day One"
convincePoints: convincePoints + 1
conKelseyLocationInfo: true
--
You tell the guards about Kelsey's former location and how you don't think she is a threat to them or the camp.
The guards seem to be listening.
[[**~~Back~~**->Talk to the guards.]]config.header.center: "Day One"
convincePoints: convincePoints + 1
conKelseyAloneInfo: true
--
You tell the guards that Kelsey is alone and came with no one else. You mention that means that it will be less of a burden on the camp to have to feed more potential people.
The guards seem to be listening.
[[**~~Back~~**->Talk to the guards.]]
config.header.center: "Day One"
suppliesGuards: true
--
You offer to give up *some* supplies in order to buy your way into camp.
Jimmy laughs and asks for everything you have.
>[[Give them all your supplies.->giveAllSupplies]]
[if affinity === "charismatic"]
>[[*(charismatic)* I think a few supplies is fair.->giveSomeSupplies]]
[else]
<center>⊘</center>
<center><strike>(charismatic) I think a few supplies is fair.</strike></center>
[continue]
config.header.center: "Day One"
ddround: 0
playerPoints: 0
oppPoints: 0
oppPointsScore: 0
diceOne: 0
diceTwo: 0
diceThree: 0
oppdiceOne: 0
oppdiceTwo: 0
oppdiceThree: 0
--
You ask them to play you in a game of *Dust & Dice*, in exchange for entrance into the camp.
They laugh, telling you that you have no chance of beating them.
Then, they ask you if you need a refresher on the rules.
>[[Yes—tell me the rules.->Rules for Dust & Dice]]
>[[⚀ ⚅ No—let's play!->Dust & Dice]]config.header.center: "Day One"
--
[if convincePoints >= 3]
You face the guards, crossing your arms.
"Alright," Jimmy says. "You make a strong *fucking* case. We'll let you *and* her in. But if she steps out of line, it's on your head. And I'll make *sure* Gwenlynn knows that too."
You nod.
You walk back over to Kelsey to tell her the [[good news.->Heading Into Camp]]
[else]
You outline your arugment to sway the the guards but they don't seem moved.
You'll have to think of something [[else to convince them with.->Talk to the guards.]]
[continue]
config.header.center: "Day One"
convincePoints: convincePoints + 10
--
You give up all of the supplies you have on your possession. There is a sinking feeling in your stomach—hopefully you won't need these later.
[[**~~Back~~**->Talk to the guards.]]Test option. Just meant to show how unavailable choices would look.
config.header.center: ""
--
[align center]
~~**RULES**~~
[continue]
There are six rounds in *Dust & Dice*.
You randomly roll two dice.
You then have a choice to roll an additional dice, reroll one die + roll a new one, or score with your current dice. Rerolling will always roll your second die.
You can only get a maximum of 12 points in a round. If you go over, you bust and get zero points.
Whoever has more points between you and your opponent at the end of six rounds wins.
>[[⚀ ⚅ I'm ready!->Dust & Dice]]
onfig.header.center: "Day One"
ddround: ddround + 1
playerPointsScore: 0
oppPointsScore: 0
--
[if ddround < 6]
It is **round {ddround}.**
You have **{playerPoints} points.**
Your opponent has **{oppPoints} points.**
----
>[[⚀ ⚅ Roll!]]
[continue]
[if ddround === 6]
It is **round {ddround}.** This is the **final round.**
You have **{playerPoints} points.**
Your opponent has **{oppPoints} points.**
----
>[[⚀ ⚅ Roll!]]
[continue]
[if ddround > 6 && playerPoints > oppPoints]
{pname} wins in *Dust & Dice!*
>[[Confront Guards.->Beat Guards in Dust & Dice]]
[continue]
[if ddround > 6 && playerPoints < oppPoints]
The opponent wins in *Dust & Dice!*
>[[Talk to Guards.->Lost to Guards in Dust & Dice]]
[continue]
[if ddround > 6 && playerPoints === oppPoints]
You have tied with the opponent in *Dust & Dice!*
>[[Talk to Guards.->Tied with Guards in Dust & Dice]]
[continue]
config.header.center: "Day One"
diceOne: random.d6
diceTwo: random.d6
diceThree: 0
oppdiceOne: random.d6
oppdiceTwo: random.d6
oppdiceThree: random.d6
--
~~**Your Dice**~~
[if diceOne === 1]
diceOne: ⚀ (1)
[continue]
[if diceOne === 2]
diceOne: ⚁ (2)
[continue]
[if diceOne === 3]
diceOne: ⚂ (3)
[continue]
[if diceOne === 4]
diceOne: ⚃ (4)
[continue]
[if diceOne === 5]
diceOne: ⚄ (5)
[continue]
[if diceOne === 6]
diceOne: ⚅ (6)
[continue]
[if diceTwo === 1]
diceTwo: ⚀ (1)
[continue]
[if diceTwo === 2]
diceTwo: ⚁ (2)
[continue]
[if diceTwo === 3]
diceTwo: ⚂ (3)
[continue]
[if diceTwo === 4]
diceTwo: ⚃ (4)
[continue]
[if diceTwo === 5]
diceTwo: ⚄ (5)
[continue]
[if diceTwo === 6]
diceTwo: ⚅ (6)
[continue]
~~**Opp Dice**~~
[if oppdiceOne === 1]
diceOne: ⚀ (1)
[continue]
[if oppdiceOne === 2]
diceOne: ⚁ (2)
[continue]
[if oppdiceOne === 3]
diceOne: ⚂ (3)
[continue]
[if oppdiceOne === 4]
diceOne: ⚃ (4)
[continue]
[if oppdiceOne === 5]
diceOne: ⚄ (5)
[continue]
[if oppdiceOne === 6]
diceOne: ⚅ (6)
[continue]
[if oppdiceTwo === 1]
diceTwo: ⚀ (1)
[continue]
[if oppdiceTwo === 2]
diceTwo: ⚁ (2)
[continue]
[if oppdiceTwo === 3]
diceTwo: ⚂ (3)
[continue]
[if oppdiceTwo === 4]
diceTwo: ⚃ (4)
[continue]
[if oppdiceTwo === 5]
diceTwo: ⚄ (5)
[continue]
[if oppdiceTwo === 6]
diceTwo: ⚅ (6)
[continue]
>[[⚀ Roll One More!]]
>[[⚀ ⚅ Reroll One + Add One!]]
>[[⚃ Score Die]]
config.header.center: "Day One"
convincePoints: convincePoints + 10
beatGuardsinDD: true
--
Jimmy swears loudly as he looks at his final roll.
You grin.
The guards nod their heads—a deal is a deal.
[[**~~Back~~**->Talk to the guards.]]
config.header.center: "Day One"
--
Jimmy grins as he looks at his final roll.
You sag your shoulders, deflated.
>[[⚀ Let's play again.->GuardsAcceptWager]]
>[[I'm good for now.->Talk to the guards.]]
config.header.center: "Day One"
--
All three of you stare perplexed at Jimmy's final roll.
You...tied?
The guards tell you that until there's a winner, nothing else is happening.
>[[Let's play again.->GuardsAcceptWager]]
config.header.center: "Day One"
diceThree: random.d6
oppdiceThree: random.d6
--
~~**Your Die**~~
[if diceOne === 1]
diceOne: ⚀ (1)
[continue]
[if diceOne === 2]
diceOne: ⚁ (2)
[continue]
[if diceOne === 3]
diceOne: ⚂ (3)
[continue]
[if diceOne === 4]
diceOne: ⚃ (4)
[continue]
[if diceOne === 5]
diceOne: ⚄ (5)
[continue]
[if diceOne === 6]
diceOne: ⚅ (6)
[continue]
[if diceTwo === 1]
diceTwo: ⚀ (1)
[continue]
[if diceTwo === 2]
diceTwo: ⚁ (2)
[continue]
[if diceTwo === 3]
diceTwo: ⚂ (3)
[continue]
[if diceTwo === 4]
diceTwo: ⚃ (4)
[continue]
[if diceTwo === 5]
diceTwo: ⚄ (5)
[continue]
[if diceTwo === 6]
diceTwo: ⚅ (6)
[continue]
[if diceThree === 1]
diceThree: ⚀ (1)
[continue]
[if diceThree === 2]
diceThree: ⚁ (2)
[continue]
[if diceThree === 3]
diceThree: ⚂ (3)
[continue]
[if diceThree === 4]
diceThree: ⚃ (4)
[continue]
[if diceThree === 5]
diceThree: ⚄ (5)
[continue]
[if diceThree === 6]
diceThree: ⚅ (6)
[continue]
>[[⚃ Score Die]]
config.header.center: "Day One"
diceTwo: random.d6
diceThree: random.d6
oppdiceTwo: random.d6
oppdiceThree: random.d6
--
~~**Your Die**~~
[if diceOne === 1]
diceOne: ⚀ (1)
[continue]
[if diceOne === 2]
diceOne: ⚁ (2)
[continue]
[if diceOne === 3]
diceOne: ⚂ (3)
[continue]
[if diceOne === 4]
diceOne: ⚃ (4)
[continue]
[if diceOne === 5]
diceOne: ⚄ (5)
[continue]
[if diceOne === 6]
diceOne: ⚅ (6)
[continue]
[if diceTwo === 1]
diceTwo: ⚀ (1)
[continue]
[if diceTwo === 2]
diceTwo: ⚁ (2)
[continue]
[if diceTwo === 3]
diceTwo: ⚂ (3)
[continue]
[if diceTwo === 4]
diceTwo: ⚃ (4)
[continue]
[if diceTwo === 5]
diceTwo: ⚄ (5)
[continue]
[if diceTwo === 6]
diceTwo: ⚅ (6)
[continue]
[if diceThree === 1]
diceThree: ⚀ (1)
[continue]
[if diceThree === 2]
diceThree: ⚁ (2)
[continue]
[if diceThree === 3]
diceThree: ⚂ (3)
[continue]
[if diceThree === 4]
diceThree: ⚃ (4)
[continue]
[if diceThree === 5]
diceThree: ⚄ (5)
[continue]
[if diceThree === 6]
diceThree: ⚅ (6)
[continue]
>[[⚃ Score Die]]
playerPointsScore: diceOne + diceTwo + diceThree
oppPointsScore: oppdiceOne + oppdiceTwo + oppdiceThree
--
Calculating score for {pname}...
[if playerPointsScore <= 12]
You have {playerPointsScore}!
| [[⚃ Opponent Score]]
[continue]
[if playerPointsScore > 12]
You got over 12 points and busted!
You get 0 points for this round.
| [[⚃ Opponent Score->⚃ Opponent Score2]]
[continue]
playerPoints: playerPoints + playerPointsScore
--
Calculating score for opponent...
[if oppPointsScore <= 12]
They have {oppPointsScore}!
| [[⚃ Opponent Score->⚃ Opponent Score3]]
[continue]
[if oppPointsScore > 12]
The opponent got over 12 points and busted!
They get 0 points for this round.
| [[⚃ Opponent Score->⚃ Opponent Score4]]
[continue]
playerPointsScore: 0
playerPoints: playerPoints + playerPointsScore
--
Calculating score for opponent...
[if oppPointsScore <= 12]
They have {oppPointsScore}!
| [[⚃ Opponent Score->⚃ Opponent Score3]]
[continue]
[if oppPointsScore > 12]
The opponent got over 12 points and busted! They have gotten 0 points for this round.
| [[⚃ Opponent Score->⚃ Opponent Score4]]
[continue]
oppPoints: oppPoints + oppPointsScore
--
| [[⚃ Next Round->Dust & Dice]]oppPointsScore: 0
oppPoints: oppPoints + oppPointsScore
--
| [[⚃ Next Round->Dust & Dice]]config.header.center: "Day One"
KelseyPoints: KelseyPoints + 3
--
[after 500 ms]
ⓘ *Kelsey is elated and grateful to you*
[continue]
You relay the news to Kelsey.
She stares at you for a moment. You aren't sure what she is planning to do.
[if KelseyPoints >=8]
Suddenly, she grabs you by the cuff of your shirt, pressing her lips aganist yours. Then she kisses your forehead.
Once. Twice. *Three* times.
Releasing her grip on you, she skips past the guards, sticking out a mocking tongue at them.
"Come on, {pname}! It's getting dark."
You smile to yourself, bringing two fingers to touch your lips.
They tingle.
[else]
Then, she begins to skip past the guards, sticking out a tongue at them.
"Come on, {pname}! It's getting dark."
[continue]
>[[Follow Kelsey.->Heading Into Camp 2]]
[align center]
*For Those Bitten*
(END)config.header.center: "Day One"
gotKelseyLocationInfo: true
--
“Here and there. Around. I never really stay in one place for a long time. Last spot was this small group holed up in a cheap motel. It was decent until we ran out of food. Then we were fighting over who got the honor of eating the rats."
Kelsey glances at the sky, almost wistfully.
"Still—there were some good people there."
>[[⚭ A lover?->A lover?]]
>[[A friend?]]
>[[❂ That's enough.->Talk to Kelsey.]]
config.header.center: "Day One"
gotKelseyArmedInfo: true
--
Kelsey laughs. “Why?”
You watch her expectantly.
She sighs. “Okay—*yes.* I have a dagger on me. I’d be stupid not to have something. No one is touching me without losing a few fingers first—unless I *want* them to, of course.”
>[[Ask more questions.->Talk to Kelsey.]]
config.header.center: "Day One"
gotKelseyAloneInfo: true
--
Kesley looks around and laughs.
“Forward. Are you asking for the guards or for yourself?”
>[[Maybe both.]]
>[[The guards.]]config.header.center: "Day One"
gotKelseyInfo: true
--
[if KelseyPoints <= 4]
[after 500 ms]
ⓘ *Kelsey does not like her first impression of you*
[continue]
[if KelseyPoints <= 4]
Kelsey shifts uncomfortably. “I really can’t say, sorry."
[continue]
[if KelseyPoints >= 5]
[after 500 ms]
ⓘ *Kelsey likes you and is willing to open up*
[continue]
[if KelseyPoints >= 5]
Kelsey shifts uncomfortably. “I really can’t say."
You watch her expectantly.
"Okay—*fine.* If you need to tell them something more *specific*, tell them that this information *could* save their leader’s life. I can’t give you any more than that, don't ask me again."
You nod.
[continue]
>[[Ask more questions.->Talk to Kelsey.]]
config.header.center: "Day One"
--
[if KelseyPoints < 4]
[after 500 ms]
ⓘ *Kelsey does not like her first impression of you*
[continue]
[if KelseyPoints < 4]
Kelsey shifts uncomfortably. “You're cool and all, but not sure if I feel comfortable talking about this with you. Let's just focus on getting into this camp."
>[[Okay.->Talk to Kelsey.]]
[continue]
[if KelseyPoints >= 5]
[after 500 ms]
ⓘ *Kelsey likes you*
[continue]
[if KelseyPoints >= 5]
Kelsey laughs. "Try multiple. I'm open for anything. Whoever likes me, I like them. I don't like to get caught up on the *right* way to do things, you know? We all might die tomorrow—may as well live life to the fullest. That way you don't miss out on anything."
You nod.
Kelsey looks you up and down, smiling. "Does that rub you the wrong way?"
You see the smallest shred of something brewing behind her eyes.
*Insecurity?*
>[[No—I admire it.]]
>[[Kind of.]]
>[[Are you okay?->Are you okay?]]
config.header.center: "Day One"
--
Kelsey shifts uncomfortably. "Some, yeah. It's hard to make friends out here. One minute you guys are laughing and then the next you have to plunge a dagger through their skull to stop them from turning."
She notices your silence and laughs to cut through the awkwardness.
"*Sorry*, that was a little dark. But yeah, friends. Yup."
Kelsey shifts again.
"Mind giving me a second?"
>[[Okay.->Talk to Kelsey.]]
config.header.center: "Day One"
KelseyPoints: KelseyPoints + 2
--
[after 500 ms]
ⓘ *Kelsey likes that response*
[continue]
You agree with her—you think that life is too short nowadays to worry about past conventions.
Kelsey only smiles—it's a shyer one than you're used to from her.
>[[Ask more questions.->Talk to Kelsey.]]
config.header.center: "Day One"
KelseyPoints: KelseyPoints - 1
--
Kelsey shrugs. "At least you're honest."
>[[Ask more questions.->Talk to Kelsey.]]config.header.center: "Day One"
KelseyPoints: KelseyPoints - 5
--
[after 500 ms]
ⓘ *Kelsey is very offended by your response*
[continue]
Kelsey blinks. Then blinks again.
"The *fuck*? What do you mean if I'm okay?"
You try to cut in but she talks over you.
"You think something is wrong with me because I like to sleep around? You think I just spread my legs for anyone, huh? I'm sure *you* like to have sex—so do I. What the *fuck* is the issue?"
You stammer, trying to clarify that you were geniunely checking in but she continues on her tirade.
"No—*fuck* you. I don't even know you like that. I didn't ask you to check in on me and I don't need any pity."
>[[I was being genuine. I'm sorry.->Apologize to Kelsey]]
>[[Okay.->Talk to Kelsey.]]config.header.center: "Day One"
KelseyPoints: KelseyPoints + 2
--
[after 500 ms]
ⓘ *Kelsey accepts your apology but is still uspet*
[continue]
You profusely apologize to Kelsey for speaking out of turn.
"Whatever. It's fine. Doesn't matter anyway."
>[[Okay.->Talk to Kelsey.]]
config.header.center: "Day One"
KelseyPoints: KelseyPoints + 1
--
“*Aw*—you care.”
You nod, gesturing for her to answer the question.
“I mean—unless there’s someone following me or something. Pretty sure I’m alone. So not *too* many more mouths to feed, if that’s what they’re worried about.”
>[[Okay.->Talk to Kelsey.]]config.header.center: "Day One"
--
“I mean—*unless* there’s someone following me or something. Pretty sure I’m alone. So not too many more mouths to feed, if that’s what they’re worried about.”
You nod.
>[[Ask more questions.->Talk to Kelsey.]]config.header.center: "Day One"
choice1: false
choice2: false
choice3: false
choice4: false
talktimes: 0
dayOneDamienGwenlynnFling: false
--
As you pass by, you hear Lawrence leer at her.
“You said your name was Kesley, right? If this information is that important to deliver, why don’t we work something out…”
You shake your head and press forward, trying to not let the guilt eat at you.
You and Damien walk down a beaten path for a [[while.->TEMP END]][align center]
*For Those Bitten*
(END)