code:
:: Police Pillory Start
<<set $outside to 1>><<set $location to "town">><<effects>>

<<pass 5>>The <<person1>><<person>> holds you by your cuffs and pushes you outside. <<He>> hands you over to another officer, a <<endevent>><<generate1>><<person1>><<person>>, who pushes you down the street. The pillory sits outside the town hall, a short walk away. Onlookers gawk at you as you are led up to it, and the <<person>> removes your cuffs.

You have an opportunity to escape, but the <<person>> is aware of that, and keeps one hand gripping your arm. You'll have to fight to get away.

<<link [[Try to break free|Police Pillory Fight]]>><<set $fightstart to 1>><<crimeup 200>><</link>><<crime>>

<<link [[Let yourself be fixed in place|Police Pillory Start 2]]>><</link>>

:: Police Pillory Fight
<<if $fightstart is 1>>
<<set $fightstart to 0>>

<<neutral 1>>

<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>

<</if>>

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

<<audience>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
	<<link [[Next|Police Pillory Fight Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
	<<link [[Next|Police Pillory Fight Finish]]>><</link>><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
	<<link [[Next|Police Pillory Fight Finish]]>><</link>><<nexttext>>
<<else>>
	<<link [[Next|Police Pillory Fight]]>><</link>><<nexttext>>
<</if>>

:: Police Pillory Start 2

<<set $outside to 1>><<set $location to "town">><<effects>>
<<earnFeat "You're the Laughingstock">>
<<if $crime gte 4500>>
	<<set $pillorytime to 27>>
<<elseif $crime gte 4000>>
	<<set $pillorytime to 24>>
<<elseif $crime gte 3500>>
	<<set $pillorytime to 21>>
<<elseif $crime gte 3000>>
	<<set $pillorytime to 18>>
<<elseif $crime gte 2500>>
	<<set $pillorytime to 15>>
<<elseif $crime gte 2000>>
	<<set $pillorytime to 13>>
<<elseif $crime gte 1500>>
	<<set $pillorytime to 11>>
<<else>>
	<<set $pillorytime to 9>>
<</if>>
<<set $crime -= 5000>>
<<if $crime lte 0>>
	<<set $crime to 0>>
<</if>>

<<bind>>
The <<person>> moves your arms and head into position before lifting the top into place, restraining you. <<He>> locks it shut and attaches the key to a chain on <<his>> belt. "Someone will be over to release you in $pillorytime hours." <<He>> leaves without looking back.

With <<him>> gone, some onlookers lose interest and return to their routines. Others still gawk however. If any tried to abuse you there'd be little you could do to stop them, but people seem hesitant to make the first move. You hope it stays that way.

<<endcombat>>

<<link [[Next|Pillory]]>><<endevent>><<set $pilloryaudience to 1>><</link>>

:: Police Pillory Fight Finish
<<set $outside to 0>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>

The <<person>> looks mortified that <<he>> just came in public. Some people point and laugh, others whisper amongst themselves, but it's clear what they're talking about. "Th-that wasn't what it looked like!" <<he>> protests, having all but forgotten you. <<tearful>> you slink away.

<<clotheson>>
<<endcombat>>

<<cliffquick>>

<<elseif $enemyhealth lte 0>>

You knock the <<person>> down, giving you the chance you need. <<tearful>> you make your escape. Some people cheer for you.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>

<<clotheson>>
<<endcombat>>

<<cliffquick>>

<<else>>

In too much pain to resist, you're helpless as the <<person>> continues <<his>> work.

<<link [[Next|Police Pillory Start 2]]>><</link>>

<</if>>

:: Pillory
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $pilloryaudience lte 1>>
<<set $pilloryaudience to 1>>
<</if>>

You are stuck in a pillory on Cliff Street, in front of the town hall.

<<if $pillorytime gte 1>>
You have <<number $pillorytime>> hours left until release.
<<else>>
You should be released any moment from now.
<</if>>

<<if $pilloryaudience + $exposed is 1>>

A few people stop to look at you but most just glance then continue their business.

<<elseif $pilloryaudience + $exposed is 2>>

You've attracted a small crowd of onlookers.

<<elseif $pilloryaudience + $exposed is 3>>

You've attracted a growing crowd of onlookers.

<<elseif $pilloryaudience + $exposed is 4>>

A large group has gathered around you, big enough that the crowd itself is attracting more people to see what the fuss is about.

<<elseif $pilloryaudience + $exposed is 5>>

A large crowd has gathered around you. People throw jeers and insults your way.

<<else>>

A huge crowd has gathered around you. People jeer and insult you. Some throw litter.

<</if>>

<<if $exposed gte 1>>

You can do nothing about your <<lewdness>> displayed for everyone to see, humiliating you further.
<<if $exposed gte 2>> <<trauma +1>><<gtrauma>><</if>>

	<<if $exposed is 1>>
		<<if $pilloryaudience is 1>>
		<<fameexhibitionism 1>>
		<<elseif $pilloryaudience is 2>>
		<<fameexhibitionism 2>>
		<<elseif $pilloryaudience is 3>>
		<<fameexhibitionism 3>>
		<<elseif $pilloryaudience is 4>>
		<<fameexhibitionism 4>>
		<<elseif $pilloryaudience is 5>>
		<<fameexhibitionism 5>>
		<<else>>
		<<fameexhibitionism 10>>
		<</if>>
	<</if>>
	<<if $exposed is 2>>
		<<if $pilloryaudience is 1>>
		<<fameexhibitionism 3>>
		<<elseif $pilloryaudience is 2>>
		<<fameexhibitionism 6>>
		<<elseif $pilloryaudience is 3>>
		<<fameexhibitionism 9>>
		<<elseif $pilloryaudience is 4>>
		<<fameexhibitionism 12>>
		<<elseif $pilloryaudience is 5>>
		<<fameexhibitionism 15>>
		<<else>>
		<<fameexhibitionism 30>>
		<</if>>
	<</if>>
<</if>>

<<if $exposed gte 1 and $pilloryaudience and random(0, 9) gte 7>>
	A person pulls out their <<print ["camera", "phone"].pluck()>> and takes a photo.
	"<<print [
		"Now your <<undies>> can be exposed forever.",
		"I can't wait to post this online.",
		"I can't wait to share this with my friends.",
		"If you didn't want your <<undies>> photographed you shouldn't be such a slut.",
		"If you didn't want your <<undies>> photographed you shouldn't have broken the law.",
		"Aww, is it embarrassing having your <<undies>> photographed?",
		"Is it embarrassing, not being able to cover up?",
		"If you don't want your <<undies>> photographed, don't break the law.",
		"If you don't want people taking photos of your <<undies>> then don't break the law.",
		"I bet <<pshes>> getting off on this.",
		"Is it embarrassing being exposed like this? Too bad.",
		"Is it embarrassing being exposed like this? Too bad, criminal.",
		"I bet <<pshe>> gets off on the humiliation anyway.",
		"Do you like having your <<undies>> photographed?"
	].pluck()>>"
	<<if $exposed is 1>>
		<<trauma +1>><<gtrauma>>
	<<else>>
		<<trauma +2>><<gtrauma>>
	<</if>>

	<<fameexhibitionism 10 pic>>
<</if>>
<<if $exposed gte 2 and $pilloryaudience and $player.penisExist and random(0, 9) gte 7>><<pillorypeniscomment>><</if>>

<<if $pillorytime lte 0>>

A <<generate1>><<person1>><<person>> in a police uniform arrives. <<He>> removes your collar and unlocks the pillory, freeing you. The crowd boos its disappointment as the officer disperses them.

<<set $worn.neck.cursed to 0>><<neckruined>>
<<set $worn.neck.collaredpolice to 0>>
<<set $pilloryaudience to 0>>
<<unbind>>
<<clotheson>>
<<set $stress -= 1000>>
<<endevent>>
<<cliffeventend>>

<<else>>

	<<set $rng to random(1, 5)>>
	<<if $pilloryaudience + $exposed + $rng gte 10>>
	<<set $rng to random(1, 100)>>
		<<beastNEWinit 1 dog>>
		<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>>
			You feel something prod your <<bottom>>. A <<beasttype>> is sniffing you curiously.

			<<link [[Next|Pillory Dog]]>><<set $molestationstart to 1>><</link>>

		<<else>>
			<<endevent>>
			<<generate1>><<person1>>A <<person>> walks right up to the pillory.

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

		<</if>>

	<<elseif $pilloryaudience + $exposed + $rng gte 6>>
	<<set $rng to random(1, 100)>>
		<<if $rng gte 85>>
			<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>>
				A <<generate1>><<person1>><<person>> crouches beside you, and reaches for your <<breasts>>.

				<<link [[Spit on them|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<llstress>> | Attracts attention

				<<link [[Stay still|Pillory Chest]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>

			<<elseif $worn.upper.exposed gte 2 and $worn.under_upper.exposed lte 0>>
				<<if $worn.under_upper.open is 1 or $worn.under_upper.set isnot $worn.under_lower.set>>
					A <<generate1>><<person1>><<person>> approaches, and grasps your $worn.under_upper.name.

					<<link [[Spit on them|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<llstress>> | Attracts attention

					<<link [[Stay still|Pillory Under Upper]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>

				<<else>>
					A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>>

					<<if $exposed gte 2>>
						<<fameexhibitionism 2 pic>>
					<<elseif $exposed gte 1>>
						<<fameexhibitionism 1 pic>>
					<</if>>
					<<endevent>>
					<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

				<</if>>
			<<elseif $worn.upper.exposed lte 1>>
				<<if $worn.under_upper.exposed lte 0 and ($worn.upper.open is 1 or $worn.upper.set isnot $worn.lower.set)>>
					A <<generate1>><<person1>><<person>> approaches, and grasps your $worn.under_upper.name.

					<<link [[Spit on them|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<llstress>> | Attracts attention

					<<link [[Stay still|Pillory Under Upper]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>

				<<else>>
					A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>>

					<<if $exposed gte 2>>
						<<fameexhibitionism 2 pic>>
					<<elseif $exposed gte 1>>
						<<fameexhibitionism 1 pic>>
					<</if>>
					<<endevent>>
					<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

				<</if>>
			<<else>>
				A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>>

				<<if $exposed gte 2>>
					<<fameexhibitionism 2 pic>>
				<<elseif $exposed gte 1>>
					<<fameexhibitionism 1 pic>>
				<</if>>
				<<endevent>>
				<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

			<</if>>
		<<elseif $rng gte 55>>
			<<if $worn.lower.skirt_down is 1>>
				A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.lower.name.

				<<link [[Kick them|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<llstress>> | Attracts attention

				<<link [[Stay still|Pillory Skirt]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

			<<elseif $worn.lower.exposed lte 1 and $worn.lower.set isnot "upperset" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1>>
				A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.lower.name.

				<<link [[Kick them|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<llstress>> | Attracts attention

				<<link [[Stay still|Pillory Lower]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

			<<elseif $worn.lower.exposed gte 2 and $worn.under_lower.exposed is 0>>
				A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.under_lower.name.

				<<link [[Kick them|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pilloryaudience += 1>><</link>><<ltrauma>><<llstress>> | Attracts attention

				<<link [[Stay still|Pillory Under]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>

			<<else>>

				A <<generate1>><<person1>><<person>> walks behind you and gives your exposed <<bottom>> a hard spank. The crowd cheers.
				<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<set $pain += 20>>

				<<endevent>>
				<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

			<</if>>
		<<elseif $rng gte 30>>
			<<generate1>><<person1>>A <<person>> approaches you and presses <<his>> crotch against your helpless face.

			<<link [[Next|Pillory Oral]]>><<set $molestationstart to 1>><</link>>

		<<else>>
			A number of people disembark from a bus nearby. Some of them gather round to gawk. The crowd becomes larger and bolder.

			<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

		<</if>>
	<<elseif $pilloryaudience + $exposed + $rng gte 3 and $bodywritingLvl gte 2>>
		<<generate1>><<person1>>
		<<if $rng gte 81>>
			<<set $phase to 1>>
			A <<person>> approaches you, and pulls the lid off a permanent marker.

		<<else>>
			<<set $phase to 0>>
			A <<person>> approaches you, and pulls the lid off a pen.

		<</if>>
		<<link [[Warn them off|Pillory Pen Warn]]>><<set $pilloryaudience += 1>><</link>> | Attracts attention

		<<link [[Brace|Pillory Pen]]>><</link>><<gbodywriting>>

	<<else>>
		<<set $rng to random(1, 100)>>
		<<if $rng gte 65>>
		<<generatey1>><<generatey2>>A <<person1>><<person>> whispers something to <<his>> friend, a <<person2>><<person>>, who laughs and produces a piece of fruit from <<his>> bag.

		<<link [[Warn them off|Pillory Warn]]>><<set $pilloryaudience += 1>><</link>> | Attracts attention

		<<link [[Brace yourself|Pillory Brace]]>><</link>>

		<<elseif $rng gte 30>>
		<<generate1>><<person1>>A <<person>> takes a picture of you with <<his>> phone.

		<<endevent>>
		<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

		<<else>>
		A number of people disembark from a bus nearby. Some of them gather round to gawk. The crowd becomes larger and bolder.

		<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

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

<</if>>

:: Pillory Dog
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
	<<beastCombatInit>>

<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>

<<effects>>
<<effectsman>>

<<beast $enemyno>>

<<audience>>

<<stateman>>

<<actionsman>>

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

:: Pillory Dog Finish
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

The <<beasttype>> barks in satisfaction, and wanders into the crowd.

	<<if $pilloryaudience is 1>>
	<<famebestiality 10>>
	<<elseif $pilloryaudience is 2>>
	<<famebestiality 20>>
	<<elseif $pilloryaudience is 3>>
	<<famebestiality 30>>
	<<elseif $pilloryaudience is 4>>
	<<famebestiality 40>>
	<<elseif $pilloryaudience is 5>>
	<<famebestiality 50>>
	<<else>>
	<<famebestiality 60>>
	<</if>>

"Serves you right, bitch," you hear someone shout.

"<<pShe>> actually got that <<beasttype>> off."

"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut."

The crowd becomes larger and bolder.
<<set $pilloryaudience += 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $enemyhealth lte 0>>

The <<beasttype>> gives up and flees into the crowd.

"<<pShe>> beats innocent <<beastsplural>>. <<pShe>> belongs up there." You hear someone shout.

The crowd becomes smaller and more cautious.
<<set $pilloryaudience -= 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Molestation
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>

<<maninit>>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>

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

<<audience>>

<<stateman>>

<<actionsman>>

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

:: Pillory Molestation Finish
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

The <<person>> slaps your <<bottom>> then steps away from the pillory.

	<<if $pilloryaudience is 1>>
	<<famerape 10>>
	<<elseif $pilloryaudience is 2>>
	<<famerape 20>>
	<<elseif $pilloryaudience is 3>>
	<<famerape 30>>
	<<elseif $pilloryaudience is 4>>
	<<famerape 40>>
	<<elseif $pilloryaudience is 5>>
	<<famerape 50>>
	<<else>>
	<<famerape 60>>
	<</if>>

"Serves you right, bitch," you hear someone shout.

"At least <<pshe>> can be of some use to society."

"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut."

The crowd becomes larger and bolder.
<<set $pilloryaudience += 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $enemyhealth lte 0>>

The <<person>> steps away from the pillory.

"So violent. <<pShe>> belongs up there." You hear someone shout.

The crowd becomes smaller and more cautious.
<<set $pilloryaudience -= 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Kick
<<set $outside to 1>><<set $location to "town">><<effects>>

You kick the <<person>> in the shin. "Ow!" <<he>> says. "Fucking bitch." <<He>> hobbles away from you.

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Skirt
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $rng gte 51>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
	<<He>> flips the hem of your skirt up, laying bare your <<undies>> for all to see. "Yes," <<he>> says. "I think this suits you better." <<He>> returns to the crowd, leaving you exposed.
<<else>>
	<<He>> unbuttons the front of your trousers, laying bare your <<undies>> for all to see. "Yes," <<he>> says. "I think this suits you better." <<He>> returns to the crowd, leaving you exposed.
<</if>>

<<set $worn.lower.skirt_down to 0>><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<else>>

<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
	<<He>> lifts the hem of your skirt slightly and peeks under.
<<else>>
	<<He>> pulls your waistband out slightly and peeks inside.
<</if>>

	<<if $worn.under_lower.type.includes("naked") and !$worn.genitals.type.includes("chastity")>>
		<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
			"<<pShe>> isn't wearing anything under <<pher>> skirt!" the <<person>> announces loudly.
		<<else>>
			"<<pShe>> isn't wearing anything under <<pher>> there!" the <<person>> announces loudly.
		<</if>>

	"What a pervert," says someone in the crowd.

	<<elseif $worn.under_lower.type.includes("naked") and $worn.genitals.type.includes("chastity")>>
	"<<pShe>> is wearing a $worn.genitals.name!" the <<person>> announces loudly.

	"Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet."

	<<else>>
	"<<pShe>> is wearing $worn.under_lower.colour $worn.under_lower.name!" the <<person>> announces loudly.

		<<if $player.gender_appearance isnot $worn.under_lower.gender and $worn.under_lower.gender isnot "n">>
		"What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!"

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

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Lower
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $rng gte 51>>

<<He>> pulls your $worn.lower.name down to your thighs, revealing your <<undies>> for all to see.

	<<if $worn.under_lower.type.includes("naked")>>
	"No underwear!" <<he>> says. "What a perv."
	<<else>>

	<</if>>
<<He>> returns to the crowd, leaving you exposed and humiliated.

<<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>><<set $worn.lower.state to "thighs">>
<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $rng gte 1>>

<<He>> pulls your $worn.lower.name down to your thighs, revealing your <<undies>> for all to see.

	<<if $worn.under_lower.type.includes("naked")>>
	"No underwear!" the <<person>> announces loudly.

	"What a pervert," says someone in the crowd.

	<<elseif $worn.genitals.type.includes("chastity")>>
	"<<pShe>> is wearing a chastity belt!" the <<person>> announces loudly.

	"Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet."

	<<else>>
	"<<pShe>> is wearing $worn.under_lower.colour $worn.under_lower.name!" the <<person>> announces loudly.

		<<if $player.gender_appearance isnot $worn.under_lower.gender and $worn.under_lower.gender isnot "n">>
		"What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!"

		<</if>>
	<</if>>
<<He>> pulls up your $worn.lower.name before returning to the crowd.

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Under
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $rng gte 51>>

<<He>> pulls your $worn.under_lower.name down to your thighs, revealing your <<genitals>> for all to see.

<<He>> returns to the crowd, leaving you exposed and humiliated.
<<if $player.penisExist>><<pillorypeniscomment>><</if>>

<<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $worn.under_lower.state to "thighs">>
<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $rng gte 1>>

<<He>> pulls up your $worn.under_lower.name, stretching them taut and emphasising your <<bottom>> cheeks. <<He>> gives you a firm spank before returning to the crowd.

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Warn
<<set $outside to 1>><<set $location to "town">><<effects>>

<<if $submissive lte 850>>

"Don't you dare. Or I'll find you when I get out," you say, glaring at the <<person>>. <<He>> looks away from you and puts the fruit away.

<<elseif $submissive gte 1150>>

"P-please don't," you say, hanging your head. The <<person>> takes pity on you and puts the fruit away.

<<else>>

"Please don't," you say. <<He>> hesitates a moment. <<His>> friend pokes <<him>> and <<he>> throws the fruit, but it flies clear of the pillory.

<</if>>

<<endevent>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Brace
<<set $outside to 1>><<set $location to "town">><<effects>>

You brace for the impact as the fruit comes flying towards you.

	<<if $rng gte 81>>

	It smashes into your face, hurting more than you expected. Some people applaud.
	<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<set $pain += 40>>

	<<else>>

	Their aim is off and it thuds into the pillory beside your head, smashing into pieces but leaving you mostly clean.

	<</if>>

<<endevent>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Oral
<<if $molestationstart is 1>>
	<<set $molestationstart to 0>>
	<<controlloss>>
	<<violence 1>>
	<<neutral 1>>
	<<molested>>

	<<maninit>>
	<<stuck_in_wall_oral>>
	<<set $walltype to "pillory">>
<</if>>

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

<<audience>>

<<stateman>>

<<actionsman>>

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

:: Pillory Oral Finish
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

The <<person>> pats your head then steps away from the pillory.

	<<if $pilloryaudience is 1>>
	<<famerape 10>>
	<<elseif $pilloryaudience is 2>>
	<<famerape 20>>
	<<elseif $pilloryaudience is 3>>
	<<famerape 30>>
	<<elseif $pilloryaudience is 4>>
	<<famerape 40>>
	<<elseif $pilloryaudience is 5>>
	<<famerape 50>>
	<<else>>
	<<famerape 60>>
	<</if>>

"Serves you right, bitch," you hear someone shout.

"At least <<pshe>> can be of some use to society."

"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut."

The crowd becomes larger and bolder.
<<set $pilloryaudience += 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<<elseif $enemyhealth lte 0>>

Pride wounded, the <<person>> leaves the pillory.

"So violent. <<pShe>> belongs up there." You hear someone shout.

The crowd becomes smaller and more cautious.
<<set $pilloryaudience -= 1>>

<<endcombat>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

<</if>>

:: Pillory Pen Warn
<<effects>>

<<if $submissive gte 1150>>
	"P-please don't," you say. "Th-this is hard enough." The <<person>> takes pity on you, and walks away.
<<elseif $submissive lte 850>>
	"Just try it," you say. "I'll find you later." The <<person>> pauses, then looks down and step away.
<<else>>
	"Please don't," you say. The <<person>> hesitates, then puts the lid back on and walks away.
<</if>>

<<link [[Next|Pillory]]>><<endevent>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Pen
<<effects>>

The <<person>> approaches you,
<<if $phase is 1>>
	<<his>> marker pen at the ready.
	<<set _pen to "marker">>
<<else>>
	<<his>> pen at the ready.
	<<set _pen to "pen">>
<</if>>

<<set $rng to 10>>
<<set $_hasWritten = true>>
<<if $rng gte 10 and $worn.lower.anus_exposed gte 1 and $worn.over_lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and !$skin.left_bottom.pen>>
	<<He>> circles behind, and writes on your <<bottom>>.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "left_bottom" _pen>>
	<<else>>
		<<bodywriting_npc_normal "left_bottom" _pen>>
	<</if>>
<<elseif $rng gte 9 and $worn.lower.anus_exposed gte 1 and $worn.over_lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and !$skin.right_bottom.pen>>
	<<He>> circles behind, and writes on your <<bottom>>.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "right_bottom" _pen>>
	<<else>>
		<<bodywriting_npc_normal "right_bottom" _pen>>
	<</if>>
<<elseif $rng gte 8 and ($worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1) and ($worn.over_lower.type.includes("naked") or setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1) and !$skin.left_thigh.pen>>
	<<He>> circles behind, and writes on your left thigh.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "left_thigh" _pen>>
	<<else>>
		<<bodywriting_npc_normal "left_thigh" _pen>>
	<</if>>
<<elseif $rng gte 7 and ($worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1) and ($worn.over_lower.type.includes("naked") or setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1) and !$skin.right_thigh.pen>>
	<<He>> circles behind, and writes on your right thigh.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "right_thigh" _pen>>
	<<else>>
		<<bodywriting_npc_normal "right_thigh" _pen>>
	<</if>>
<<elseif $rng gte 6 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.left_shoulder.pen>>
	<<He>> stops in front of you, and writes on your left shoulder.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "left_shoulder" _pen>>
	<<else>>
		<<bodywriting_npc_normal "left_shoulder" _pen>>
	<</if>>
<<elseif $rng gte 5 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.right_shoulder.pen>>
	<<He>> stops in front of you, and writes on your right shoulder.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "right_shoulder" _pen>>
	<<else>>
		<<bodywriting_npc_normal "right_shoulder" _pen>>
	<</if>>
<<elseif $rng gte 4 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.breasts.pen>>
	<<He>> stops in front of you, and writes on your <<breasts>>.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "breasts" _pen>>
	<<else>>
		<<bodywriting_npc_normal "breasts" _pen>>
	<</if>>
<<elseif $rng gte 3 and !$worn.face.type.includes("mask") and !$skin.left_cheek.pen>>
	<<He>> stops in front of you, and writes on your left cheek.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "left_cheek" _pen>>
	<<else>>
		<<bodywriting_npc_normal "left_cheek" _pen>>
	<</if>>
<<elseif $rng gte 2 and !$worn.face.type.includes("mask") and !$skin.right_cheek.pen>>
	<<He>> stops in front of you, and writes on your right cheek.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "right_cheek" _pen>>
	<<else>>
		<<bodywriting_npc_normal "right_cheek" _pen>>
	<</if>>
<<elseif !$skin.forehead.pen>>
		<<He>> stops in front of you, and writes on your forehead.
	<<if random(1, 2) is 2>>
		<<bodywriting_criminal "forehead" _pen>>
	<<else>>
		<<bodywriting_npc_normal "forehead" _pen>>
	<</if>>
<<else>>
	<<He>> circles you a few times, then decides not to write on you after all. <<He>> instead gives your <<bottom>> a sharp smack.<<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 6>><<pain 4>>
	<<set $_hasWritten = false>>
<</if>>

<<He>> steps back<<if $_hasWritten>> to admire <<his>> handiwork<</if>>, then returns to the growing audience.

<<link [[Next|Pillory]]>><<endevent>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Spit
<<effects>>

You spit on the <<persons>> face. <<He>> flinches in surprise, and almost tumbles backwards. <<He>> doesn't try again.

<<endevent>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Chest
<<effects>>

The <<person>> grasps your <<breasts>>, and squeezes. You endure <<his>> fondling as best you can.

<<if $lactating is 1 and $milk_amount gte 30>>
	Your body responds to the stimulation, and milk leaks from your buds, running over the <<person>>s hands and onto the floor.
	<<breastfeed>>

	<<if random(1, 2) is 2>>
		"Is that milk?"
	<<else>>
		"Is <<pshe>> lactating?"
	<</if>>

	<<if random(1, 2) is 2>>
		"<<pShe>>'s like a cow."
	<<else>>
		"<<pShe>> belongs on a farm."
	<</if>>

	<<if random(1, 2) is 2>>
		"Wish I had a bucket."
	<<else>>
		"I bet it's sweet."
	<</if>>

	<<if $arousal gte $arousalmax>>
		It's too much. <<orgasm>>

		The audience jeer and mock, attracting more attention. You feel humiliated. The crowd becomes much larger and bolder.
		<<set $pilloryaudience += 2>><<ggtrauma>><<trauma 12>>

	<<else>>

		The crowd becomes larger and bolder.
		<<set $pilloryaudience += 1>>

	<</if>>

<<elseif $arousal gte $arousalmax>>
	It's too much. <<orgasm>>

	<<if random(1, 2) is 2>>
		"Did <<pshe>> just cum?"
	<<else>>
		"Look at <<phim>> twitch."
	<</if>>

	<<if random(1, 2) is 2>>
		"I knew <<pshe>> was a <<slut>>."
	<<else>>
		"What a <<slut>>."
	<</if>>

	<<if random(1, 2) is 2>>
		"Bully <<phim>> more."
	<<else>>
		"I bet <<pshe>>'s enjoying this."
	<</if>>

	You feel humiliated. The crowd becomes larger and bolder.
	<<set $pilloryaudience += 1>><<ggtrauma>><<trauma 12>>

<</if>>

<<endevent>>

<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Under Upper
<<effects>>

<<if $rng gte 51>>
	<<if $worn.under_upper.open is 1>>
		<<He>> grasps the top of your $worn.under_upper.name, and tugs it down your chest, revealing your <<breasts>> for all to see.

		<<He>> returns to the crowd, leaving you exposed and humiliated.

		<<set $worn.under_upper.exposed to 1>>
		<<set $worn.under_upper.state_top to "midriff">>
	<<else>>
		<<He>> grasps the hem of your $worn.under_upper.name, and pulls it up your chest, revealing your <<breasts>> for all to see.

		<<He>> returns to the crowd, leaving you exposed and humiliated.

		<<set $worn.under_upper.exposed to 1>>
		<<set $worn.under_upper.state to "chest">>
	<</if>>
<<else>>
	<<He>> grasps the back of your $worn.under_upper.name, pulling it tight and emphasising your <<breasts>>. <<He>> slaps your face before returning to the crowd.

<</if>>

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>

:: Pillory Upper

<<if $rng gte 51>>
	<<if $worn.upper.open is 1>>
		<<He>> grasps the top of your $worn.upper.name, and tugs it down your chest, revealing your <<undertop>> for all to see.

		<<He>> returns to the crowd, leaving you exposed and humiliated.

		<<set $worn.upper.exposed to 1>>
		<<set $worn.upper.state_top to "midriff">>
	<<else>>
		<<He>> grasps the hem of your $worn.upper.name, and pulls it up your chest, revealing your <<undertop>> for all to see.

		<<He>> returns to the crowd, leaving you exposed and humiliated.

		<<set $worn.upper.exposed to 1>>
		<<set $worn.upper.state to "chest">>
	<</if>>
<<else>>
	<<He>> grasps the back of your $worn.upper.name, pulling it tight and emphasising your <<breasts>>. <<He>> slaps your face before returning to the crowd.

<</if>>

<<endevent>>
<<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>>


code:
:: Widgets Police [widget]

<<widget "police_computer_action">>
	The police computer gives access to criminal records. Looking at your own, you see that

	<<if $crime gte 6000>>
		you are on the "most wanted" list and they plan to punish you severely.
	<<elseif $crime gte 4500>>
		your arrest is a priority and they have enough on you to warrant extreme punishment.
	<<elseif $crime gte 4000>>
		your arrest is being actively sought and they have enough on you to warrant heavy punishment.
	<<elseif $crime gte 3000>>
		an arrest warrant has been issued for you and they have enough to warrant serious punishment.
	<<elseif $crime gte 2000>>
		an arrest warrant has been issued for you and they have enough to warrant significant punishment.
	<<elseif $crime gte 1000>>
		an arrest warrant has been issued for you. They have enough evidence to warrant a punishment.
	<<elseif $crime gte 500>>
		they may soon have enough on you to issue an arrest warrant.
	<<else>>
		they have nothing significant on you.
	<</if>>

	<<if $crime gte 6000>>
		Options:

		Installing a Wiper worm will destroy lots of police records on everyone, including you.

		Framing someone will attach all evidence on you to someone else. This should mislead the police.
		However, you can only attach it to those who already have a record in the system.

		<<link [[Install Wiper (0:10)|Police Computer]]>><<pass 10>><<set $phase to 11>><<set $crime /= 2>><<set $crime *= (random(5,35)/100)>><</link>>

		<<if $NPCName[$NPCNameList.indexOf("Whitney")].init is 1 and $NPCName[$NPCNameList.indexOf("Whitney")].state isnot "dungeon" and $framed is 0>>
			<<link [[Frame Whitney (0:10)|Police Computer]]>><<pass 10>><<set $phase to 12>><<set $crime to 0>><</link>>

		<</if>>
		<<if $headpolice is 1 and $framed is 0>>
			<<link [[Frame Leighton (0:10)|Police Computer]]>><<pass 10>><<set $phase to 13>><<set $crime to 0>><</link>>

		<</if>>
		<<if $framed isnot 0>>
			You have already framed <<print($framed.toUpperFirst())>> for your crimes - you cannot do it again until they have paid for your crimes.
		<</if>>
	<<elseif $crime gte 1000>>
		Options:

		Deleting electronic evidence will reduce the amount of crime they can pin on you and should not be detected.

		Installing a Wiper worm will destroy lots of police records on everyone, including you.

		<<link [[Delete evidence (0:15)|Police Computer]]>><<pass 15>><<set $phase to 10>><<set $crime -= $crime * ((random(5,35) + 20)/100)>><</link>>

		<<link [[Install Wiper (0:10)|Police Computer]]>><<pass 10>><<set $phase to 11>><<set $crime /= 2>><<set $crime *= (random(5,35)/100)>><</link>>

	<</if>>

<</widget>>

repo_name: Area/degrees

license: mit


code:
:: Prison Beach
<<location "beach">><<set $outside to 1>><<effects>><<effects_prison>>

You are on the secret beach outside the prison. The waves are violent.
<<if $prison.watchers_friend is 2>>

<<elseif $prison.schedule is "revolt">>
    You hear the ongoing revolt.<<prison_attention 10>>
<<else>>
    Menacing shapes circle overhead.
<</if>>

<<if ($hour is 12 or $hour is 14) and !$prison_wren_intro and $prison_wren_boat_intro is 1 and $weekday is 6>>
    <<npc "Wren">><<person1>>
    There's a boat moored just off shore. Wren emerges from below deck, and leaps over the water onto a nearby rock. <<He>> crouches to pick up a crate, but stops when <<he>> sees you.

    "You're a clever <<girl>>," <<he>> says. "I shouldn't be surprised. Let's keep this beach a secret between the two of us." <<He>> lifts the crate, and returns to <<his>> ship.

    <<link [[Next|Prison Beach]]>><<endevent>><<unset $prison_wren_boat_intro>><</link>>

<<else>>
    <<if ($hour is 12 or $hour is 14) and !$prison_wren_intro and $weekday is 6>>
        <<npc "Wren">><<person1>>
        Wren busies <<himself>> on <<his>> ship.

        <<endevent>>
    <<elseif $hour is 13 and !$prison_wren_intro and $weekday is 6>>
        Wren's boat is anchored neared the beach.

    <<else>>

    <</if>>

    <<if $hour is 5>>
        It'll be role call soon. If you don't return to your cell, there'll be trouble.

    <</if>>

    <<if $prison.schedule is "hunt">>
        <<beastNEWinit 1 hawk>><<person1>>
        A <<beasttype>> soars towards you, talons outstretched. You run, and manage to avoid <<bhis>> grasp.

        <<bHe>> chases you up the tunnel and into the yard.

        <<link [[Next|Prison Yard]]>><<endevent>><</link>>

    <<else>>
        Small fish leap from a shallow, placid lagoon.

        <<if ($hour is 12 or $hour is 14) and !$prison_wren_intro and $weekday is 6>>

            <<link [[Speak to Wren|Prison Beach Wren]]>><</link>>

        <</if>>
        <<if $leftarm is "bound" and $rightarm is "bound">>
            <<if $worn.feet.type.includes("shackle")>>

                You can't swim with your arms bound and your legs shackled.

            <<else>>

                You can't swim with your arms bound.

            <</if>>
        <<elseif $worn.feet.type.includes("shackle")>>

            You can't swim with your legs shackled.

        <<else>>
            <<link [[Practise swimming (1:00)|Prison Beach Swim]]>><<pass 60>><<stress -6>><<tiredness 6>><</link>><<gtiredness>><<gswimming>><<lstress>>

            <<link [[Swim away from the island (0:05)|Prison Beach Escape]]>><<pass 5>><</link>>

        <</if>>
        <<if $prison.yard_door is 1>>
            <<link [[Tunnel to yard (0:01)|Prison Yard]]>><<pass 1>><<set $location to "prison">><</link>>

        <<else>>
            A tunnel slopes up into the island, but there's a locked door on the other side.

        <</if>>

        <<if $prison.tunnel gte 120>>
            <<link [[Tunnel to cell (0:05)|Prison Tunnel Edge]]>><<pass 5>><<set $phase to 1>><<set $location to "prison">><</link>>

        <</if>>
        <<prison_map beach>>
    <</if>>
<</if>>

:: Prison Beach Wren
<<effects>>
<<npc Wren>><<person1>>
Wren addresses you with one leg resting on the side of the ship. "Any way I can help you?" <<he>> asks.

<<if $prison.wren_names is 2>>
    <<link [[Ask for passage|Prison Beach Wren Lift]]>><</link>>

<<elseif $prison.wren_names is 1>>
    <<if $per_npc.scarred_inmate.name_known is 1 and $prison_wren_scarred isnot 1>>
        <<link [[Give the scarred inmate's name|Prison Beach Wren Scarred]]>><<set $prison_wren_scarred to 1>><</link>>

    <<elseif $prison_wren_scarred isnot 1>>
        Wren wants the scarred inmate's name.

    <</if>>
    <<if $per_npc.relaxed_guard.name_known is 1 and $prison_wren_relaxed isnot 1>>
        <<link [[Give the relaxed guard's name|Prison Beach Wren Relaxed]]>><<set $prison_wren_relaxed to 1>><</link>>

    <<elseif $prison_wren_relaxed isnot 1>>
        Wren wants the relaxed guard's name.

    <</if>>
    <<if $per_npc.veteran_guard.name_known is 1 and $prison_wren_veteran isnot 1>>
        <<link [[Give the veteran guard's name|Prison Beach Wren Veteran]]>><<set $prison_wren_veteran to 1>><</link>>

    <<elseif $prison_wren_veteran isnot 1>>
        Wren wants the veteran guard's name.

    <</if>>
    <<if $per_npc.methodical_guard.name_known is 1 and $prison_wren_methodical isnot 1>>
        <<link [[Give the methodical guard's name|Prison Beach Wren Methodical]]>><<set $prison_wren_methodical to 1>><</link>>

    <<elseif $prison_wren_methodical isnot 1>>
        Wren wants the methodical guards's name.

    <</if>>
    <<if $prison_wren_relaxed is 1 and $prison_wren_scarred is 1 and $prison_wren_veteran is 1 and $prison_wren_methodical is 1 >>
        <<link [[That's all the names|Prison Beach Wren Names]]>><<set $prison.wren_names to 2>><</link>>

    <</if>>
<<else>>
    <<link [[Ask for passage|Prison Beach Wren Ask]]>><<set $prison.wren_names to 1>><</link>>

<</if>>
<<link [[Leave|Prison Beach]]>><<endevent>><</link>>

:: Prison Beach Wren Lift
<<effects>>

<<if $prison.watchers_friend is 2 or $prison.schedule is "revolt">>
    Wren looks up. "Skies are clear," <<he>> says. "I'll give you a lift back to the mainland. It'll be a one-way trip though. They scrutinise me more on the way in."

    <<if $prison.kylar is "solitary">>
        You could take Kylar with you, but you'll need to wait until <<nnpc_hes "Kylar">> freed from solitary.

    <</if>>

    <<if $prison.kylar is "active">>
        <<link [[Escape alone (0:30)|Prison Wren Escape]]>><<prison_end>><<set $crime += Math.trunc($prison.time * 250)>><<set $crimehistory += Math.trunc($prison.time * 250)>><<pass 30>><<prison_guards -40>><</link>><<crime>><<gggsuspicion>>

        <<link [[Escape with Kylar (0:40)|Prison Kylar Escape]]>><<prison_end>><<set $crime += Math.trunc($prison.time * 250)>><<set $crimehistory += Math.trunc($prison.time * 250)>><<pass 40>><<prison_guards -40>><<npcincr Kylar rage -60>><<npcincr Kylar love 20>><</link>><<crime>><<gggsuspicion>><<ggglove>><<lllksuspicion>>

    <<else>>
        <<link [[Escape (0:30)|Prison Wren Escape]]>><<prison_end>><<set $crime += Math.trunc($prison.time * 250)>><<set $crimehistory += Math.trunc($prison.time * 250)>><<pass 30>><<prison_guards -40>><</link>><<crime>><<gggsuspicion>>

    <</if>>

<<else>>
    Wren points at the sky. "I can't take you with those birds watching," <<he>> says. "Hiding behind deck won't work. Befriend them, or distract them, and we'll be good to go."

    <<if $prison.kylar is "solitary">>
        You could take Kylar with you as well, but you'll need to wait until <<nnpc_hes "Kylar">> freed from solitary.

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

<<link [[Leave|Prison Beach]]>><<endevent>><</link>>

:: Prison Kylar Escape
<<effects>>
<<npc Kylar 2>><<person2>>
You rush back into the prison.
<<if $prison.schedule is "revolt">>
    You find Kylar trying to break into the staff room amidst the anarchy.

    <<if $worn.face.type.includes("gag")>>
        "Mmmhhrr!" you say. Kylar turns to you with a smile.

        You think for a moment, before gesturing to <<him>> and yourself.
        <<if $leftarm is "bound" and $rightarm is "bound">>
            You jog in place for a second, tilting your head. Kylar frowns, confused, before gasping.
        <<else>>
            You pantomime opening a door, and walk your fingers across your hand. Kylar gasps.
        <</if>>
        "Y-you found a way to escape?" <<he>> asks. "Let me get my things."
    <<else>>
        <<if $submissive gte 1150>>
            "I've found a way out," you say. "Pl-please come with me."
        <<elseif $submissive lte 850>>
            "I'm leaving this shit hole," you say. "Wanna come?"
        <<else>>
            "I've found a way out," you say. "Will you come with me?
        <</if>>

        "Go with you? O-of course," Kylar says. "Let me get my things."
    <</if>>

    You wait beside Kylar's cell as <<he>> disappears beneath <<his>> bed, and emerges with a rucksack. "That's it. Let's go."
<<else>>
    You find Kylar lying on <<his>> mattress.

    <<if $worn.face.type.includes("gag")>>
        "Mmmhhrr!" you say. Kylar turns to you with a smile.

        You think for a moment, before gesturing to <<him>> and yourself.
        <<if $leftarm is "bound" and $rightarm is "bound">>
            You jog in place for a second, tilting your head. Kylar frowns, confused, before gasping.
        <<else>>
            You pantomime opening a door, and walk your fingers across your hand. Kylar gasps.
        <</if>>
        "Y-you found a way to escape?" <<he>> asks. "Let me get my things."
    <<else>>
        <<if $submissive gte 1150>>
            "I've found a way out," you say. "Pl-please come with me."
        <<elseif $submissive lte 850>>
            "I'm leaving this shit hole," you say. "Wanna come?"
        <<else>>
            "I've found a way out," you say. "Will you come with me?
        <</if>>

        Kylar sits upright. "Go with you? O-of course. Let me get my things."
    <</if>>

    <<He>> disappears beneath <<his>> bed, and emerges with a rucksack. "That's it. Let's go."
<</if>>

<<link [[Next|Prison Kylar Escape 2]]>><</link>>

:: Prison Kylar Escape 2
<<effects>>
<<earnFeat "Not Meant to be Caged">>
<<set $prison.kylar to 0>>
<<npcset Kylar state "active">>
Wren waits at the helm of the ship. <<person1>><<He>> regards Kylar with curiosity. "Aren't you-"

"Shut up," Kylar spits as you climb aboard. "J-just take us away from here."

Wren shrugs, and steers the vessel away from the island, towards the surrounding mist.

<<prison_bondage_removal>>
<<if _punishments_removed is true>>
    <<He>> abandons the helm for a minute to rummage beneath the hold, and emerges with a box of tools. "Hold still," <<he>> says. "I'm not making the journey while you're wearing these. I would never forgive myself if you fell in." <<He>> soon has your bondage implements removed.

<</if>>

Kylar clings to your arm as the ship is enveloped.

<<link [[Kiss|Prison Kylar Escape 3]]>><<set $phase to 2>><<npcincr Kylar love 15>><</link>><<kissvirginitywarning>><<ggglove>>

<<link [[Hug|Prison Kylar Escape 3]]>><<set $phase to 1>><<npcincr Kylar love 5>><</link>><<gglove>>

<<link [[Stay still|Prison Kylar Escape 3]]>><<set $phase to 0>><</link>>

:: Prison Kylar Escape 3
<<effects>>

<<if $phase is 2>>
    You take Kylar's other arm, and pull <<him>> into a kiss. <<He>> almost swoons into you. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>

<<elseif $phase is 1>>
    You pull Kylar into a hug. Something about the mist has <<him>> on edge.
<<else>>

<</if>>

<<if $cat gte 2 or $harpy gte 2>>
    Spires of rock loom from the mist ahead. Wren seems unconcerned, and steers around each.
<<else>>
    Wren steers around unseen spires of rock, as if from memory. You catch glimpses of them on either side, towering into the sky.
<</if>>

At last, the ship breaches the other side.

<<if $daystate is "night">>
    <<if $weather is "clear">>
        You see the lights of town light up the horizon.
    <<else>>
        Even so, you can't see much further in the dark.
    <</if>>
<<else>>
    You see the town on the horizon.
<</if>>

<<person1>>
"What did I tell you?" <<he>> says. "That's the third safe passage in a row."

<<link [[Next|Prison Kylar Escape 4]]>><</link>>

:: Prison Kylar Escape 4
<<location "docks">><<effects>>

The ship makes good time, and soon approaches the coast. Wren steers towards the dock.

"I hope this is a good landing spot for you," <<he>> says, pulling up at the pier. "I have elsewhere to be." <<He>> grins. You step ashore with Kylar.

"Hope to see you soon." <<He>> steers back towards open water.

<<person2>>"There are people I need to see," <<he>> says, looking at <<his>> feet. "Th-thank you."

<<link [["Ask if " + $NPCList[1].pronouns.he + " will be okay with the police"|Prison Kylar Escape Ask]]>><</link>>

<<link [[Nod|Prison Kylar Escape Nod]]>><</link>>

:: Prison Kylar Escape Ask
<<effects>>

"I'll be fine," Kylar says. "They surprised me last t-time." <<He>> stares at you a moment, then abruptly turns and runs into the docks.

<<link [[Next|Docks]]>><<endevent>><</link>>

:: Prison Kylar Escape Nod
<<effects>>

You nod. Kylar stares a moment, then abruptly turns and runs into the docks.

<<link [[Next|Docks]]>><<endevent>><</link>>

:: Prison Wren Escape
<<effects>>

Wren pulls up the anchor as you climb aboard, and turns on the engine. The boat swerves away from the island, towards the surrounding mist.

<<prison_bondage_removal>>
<<if _punishments_removed is true>>
    <<He>> abandons the helm for a minute to rummage beneath the hold, and emerges with a box of tools. "Hold still," <<he>> says. "I'm not making the journey while you're wearing these. I would never forgive myself if you fell in." <<He>> soon has your bondage implements removed.

<</if>>

"Stay close," <<he>> says. "Been a while since I've bumped into anything, but don't want you falling in." <<He>> puts one hand on the helm, but puts the other around your shoulders.

<<link [["Lean into " + $NPCList[0].pronouns.him|Prison Wren Escape 2]]>><<set $phase to 0>><<npcincr Wren love 1>><</link>><<glove>>

<<link [[Pull away|Prison Wren Escape 2]]>><<set $phase to 1>><</link>>

<<link [[Stay still|Prison Wren Escape 2]]>><<set $phase to 2>><</link>>

:: Prison Wren Escape 2
<<effects>>
<<earnFeat "Not Meant to be Caged">>
<<if $phase is 0>>
    You lean into Wren. <<He>> holds you tighter, and laughs. "Don't make it too easy for me," <<he>> says. "I like a chase." Mist envelops the ship.
<<elseif $phase is 1>>
    You pull away from Wren. <<He>> laughs. "Just make sure you hold on." Mist envelops the ship.
<<elseif $phase is 2>>
    You stay still as mist envelops the ship.
<</if>>

<<if $cat gte 2 or $harpy gte 2>>
    Spires of rock loom from the mist ahead. Wren seems unconcerned, and steers around each.
<<else>>
    Wren steers around unseen spires of rock, as if from memory. You catch glimpses of them on either side, towering into the sky.
<</if>>

At last, the ship breaches the other side.

<<if $daystate is "night">>
    <<if $weather is "clear">>
        You see the lights of town light up the horizon.
    <<else>>
        Even so, you can't see much further in the dark.
    <</if>>
<<else>>
    You see the town on the horizon.
<</if>>

"What did I tell you?" <<he>> says. "That's the third safe passage in a row."

<<link [[Next|Prison Wren Escape 3]]>><</link>>

:: Prison Wren Escape 3
<<location "docks">><<effects>>

The ship makes good time, and soon approaches the coast. Wren steers towards the dock.

"I hope this is a good landing spot for you," <<he>> says, pulling up at the pier. "I have elsewhere to be." <<He>> grins. You step ashore.

"Hope to see you soon." <<He>> steers back towards open water.

<<link [[Next|Docks]]>><<endevent>><</link>>

:: Prison Beach Wren Ask
<<effects>>

<<if $submissive gte 1150>>
    "C-could you take me with you?" you ask. "On your boat."
<<elseif $submissive lte 850>>
    "I could use a lift," you say. "What'll it take?"
<<else>>
    "Could you take me with you?" you say. "I'm sure I can offer something."
<</if>>

Wren rubs <<his>> chin. "There is something I need," <<he>> says. "The names of the guards, and one of the prisoners. The scarred one. Names have value here."

<<generate_anxious_guard 1>>
"I already have the anxious guard's name," <<he>> grins. "So don't worry about that. Won it in a game of cards. <<person2>><<He>> didn't have much else left to offer."

<<link [[Next|Prison Beach]]>><<endevent>><</link>>

:: Prison Beach Wren Names
<<effects>>

<<unset $prison_wren_relaxed>>
<<unset $prison_wren_scarred>>
<<unset $prison_wren_veteran>>
<<unset $prison_wren_methodical>>

"Right," Wren says, clapping <<his>> hands. "You've been a big help."

<<if $prison.watchers_friend is 2>>
    <<He>> looks at the sky. "The birds don't seem bothered by you being out here either," <<he>> says. "Let me know when you're ready."
<<elseif $prison.schedule is "revolt">>
    <<He>> looks at the sky. "The birds are busy," <<he>> says. "Nows the time."
<<else>>
    <<He>> points at the sky. "There's one problem left. The birds. Hiding behind deck won't work. Tried that once. You gotta get them friendly with you, or distract them somehow."
<</if>>

<<link [[Next|Prison Beach]]>><<endevent>><</link>>

:: Prison Beach Wren Scarred
<<effects>>

<<generate_scarred_inmate 1>>
Wren nods. "So the scarred one is <<scarred_inmate 1>>," <<he>> says. "I'm itching to learn how <<person2>><<he>> got those scars, but I'm not gonna ask."

<<link [[Next|Prison Beach Wren]]>><<endevent>><</link>>

:: Prison Beach Wren Relaxed
<<effects>>

<<generate_relaxed_guard 1>>
Wren nods. "So <<person2>><<his>> name is <<relaxed_guard 1>>," <<he>> says. "Thought <<he>>'d tell me <<himself>>, but <<hes>> not as chill as <<he>> seems."

<<link [[Next|Prison Beach Wren]]>><<endevent>><</link>>

:: Prison Beach Wren Veteran
<<effects>>

<<generate_veteran_guard 1>>
Wren nods. "So it's <<veteran_guard 1>>," <<he>> says. "I've never spoken with <<person2>><<him>>. <<He>> seems to have a temper."

<<link [[Next|Prison Beach Wren]]>><<endevent>><</link>>

:: Prison Beach Wren Methodical
<<effects>>

<<generate_methodical_guard 1>>
Wren nods. "So the one in glasses is called <<methodical_guard 1>>," <<he>> says. "<<person2>><<He>> acts like a stickler for rules, but <<he>> was happy to make a deal." Wren frowns in thought.

<<link [[Next|Prison Beach Wren]]>><<endevent>><</link>>

:: Prison Beach Escape
<<effects>>

You wade out, until a wave lifts your feet from the sand. The water is gentle at first,
<<if $swimmingskill gte 1000>>
    but you soon have to struggle to remain above to remain above the surface. You fight, until the water calms.

    <<if $prison.schedule is "revolt">>
        Nothing bothers you as you swim. The watchers are distracted by the other inmates.

        <<link [[Next|Prison Beach Escape 2]]>><</link>>

    <<elseif $prison.watchers_friend is 2>>
        You hear the beating of wings. <<beastNEWinit 2 hawk>>Two <<beastsplural>> circle overhead, but then fly towards the spire. They won't bother you.

        <<link [[Next|Prison Beach Escape 2]]>><<endevent>><</link>>

    <<else>>
        You hear the beating of wings. <<beastNEWinit 2 hawk>>A <<beasttype>> swoops towards you. You try to shelter beneath the surface, but <<bhis>> talons find you. <<bHe>> lifts you into the air, and dumps you back on the beach.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

        <<link [[Next|Prison Beach]]>><<endevent>><</link>>

    <</if>>
<<else>>
    but then it seizes you, and drags you beneath the surface. You kick and thrash, but to no avail.

    The journey is short, but terrifying. You're left washed up where you started.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>

    <<link [[Next|Prison Beach]]>><</link>>

<</if>>

:: Prison Beach Escape 2
<<set $location to "sea">><<effects>>

You keep swimming, until you reach the ring of mist that encircles the island. This is the point of no return.

<<link [[Escape (0:30)|Prison Escape]]>><<prison_end>><<set $crime += Math.trunc($prison.time * 250)>><<set $crimehistory += Math.trunc($prison.time * 250)>><<pass 30>><<prison_guards -40>><</link>><<crime>><<gggsuspicion>>

<<link [[Swim back to the prison (0:05)|Prison Beach]]>><<pass 5>><</link>>

:: Prison Escape
<<effects>>

<<earnFeat "Not Meant to be Caged">>
You swim out, leaving the island and its prison behind. Rocks loom from the mist. Dangerous to ships, but not to you.

<<prison_bondage_removal>>
<<if _punishments_removed is true>>
    You're even able to use the jagged edges to cut through the prison's bondage implements.
<</if>>

You remain confident you're swimming in the right direction, despite the lack of landmarks. You swim until at last, the mist clears.
<<if $daystate is "night">>
    <<if $weather is "clear">>
        The town appears on the horizon, lit up against the night.
    <<else>>
        You can't see much further in the night's gloom.
    <</if>>
<<else>>
    The town appears on the horizon.
<</if>>

<<link [[Next|Sea]]>><<set $sea to 100>><</link>>

:: Prison Beach Swim
<<effects>>

<<if $exposed lt 2>>
    You remove your clothes, and swim around the lagoon.
<<else>>
    You swim around the lagoon.
<</if>>
<<strip>>
<<water>>

<<if $rng gte 81>>
    The small fish keep their distance.
<<elseif $rng gte 61>>
    Small fish leap over you.
<<elseif $rng gte 41>>
    Tendrils of seaweed caress your stomach.
<<elseif $rng gte 21>>
    Several pebbles roll off the surrounding rocks, splashing into the water.
<<else>>
    A particularly large wave breaches the lagoon.
<</if>>

<<swimmingskilluse>>

<<link [[Next|Prison Beach]]>><<clotheson>><</link>>


code:
:: Prison Canteen
<<set $bus to "canteen">><<set $outside to 0>><<effects>><<effects_prison>>

You are in the canteen. Rows of tables fill the large room. The ceiling hangs low enough that taller inmates can't stand upright, giving it a claustrophobic feel despite its length and breadth.
<<if $prison.schedule is "wake" or $prison.schedule is "lunch" or $prison.schedule is "dinner">>
    Inmates queue for their grub. <<generate_methodical_guard 0>><<methodical_guard 0 cap>> stands in the corner, flipping through the pages of a book.
<<elseif $prison.schedule is "work">>
    You hear clattering from the kitchen.
<<else>>
    It's currently empty.
<</if>>
<<endevent>>

<<if $hour is 20>>
    You hear a bell ring. "Lockdown," <<generate_methodical_guard 0>><<methodical_guard 0>> shouts. "Back to your cells."

    You're shuffled along with the other prisoners.

    <<link [[Next|Prison Cell]]>><<endevent>><</link>>

<<elseif $stress gte $stressmax>>
    <<passout_prison>>
<<else>>

    <<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>>
        <<events_prison_attention>>
    <<else>>
        <<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>>
            <<events_prison>>
        <</if>>
        <<if $prison_event_trigger>>
            <<events_prison_triggered>>
        <<else>>
            <<if random(1, 5) is 5 and $eventskip isnot 1 and ($prison.schedule is "wake" or $prison.schedule is "lunch" or $prison.schedule is "dinner")>>
                <<prison_guard_watch methodical>>
            <<else>>
                <<if $prison.schedule is "wake">>
                    <<link [[Breakfast (Up to an hour)|Prison Breakfast]]>><<stress -6>><</link>><<lstress>>

                <<elseif $prison.schedule is "lunch">>
                    <<link [[Lunch (Up to an hour)|Prison Lunch]]>><<stress -6>><</link>><<lstress>>

                <<elseif $prison.schedule is "dinner">>
                    <<link [[Dinner (Up to an hour)|Prison Dinner]]>><<stress -6>><</link>><<lstress>>

                <</if>>

                <<link [[Leave|Prison Yard]]>><</link>>

                <<prison_map canteen>>
            <</if>>
        <</if>>
        <<set $eventskip to 0>>
    <</if>>
<</if>>

:: Prison Breakfast
<<effects>>
<<pass 1>><<advancetohour>>

<<if $leftarm is "bound" and $rightarm is "bound">>
    <<generate1>><<person1>>
    You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of sloppy porridge, and rests it on your head.
    <<if $worn.face.type.includes("gag")>>
        There's a straw included, which you might be able to winkle past your gag.
    <</if>>

    <<endevent>>
    <<if $worn.face.type.includes("gag")>>
        You'd be able to ask for help, if not for your gag.

    <<else>>
        <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>>

    <</if>>
    <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>>

<<else>>
    You queue with the other prisoners, and receive a bowl full of sloppy porridge.
    <<if $worn.face.type.includes("gag")>>
        There's a straw included, which you might be able to winkle past your gag.
    <</if>>

    You look for a free seat.
    <<if $prison.protection is "scarred">>
        <<generate_scarred_inmate 0>><<scarred_inmate 0 cap>><<person1>> asks you to sit on <<his>> lap.

        <<link [[Sit on lap|Prison Breakfast Scarred]]>><<prison_rep scarred 1>><<prison_attention 1>><</link>><<glove>><<gattention>>

        <<link [[Refuse|Prison Breakfast Scarred Refuse]]>><<prison_inmates 1>><</link>><<grespect>>
    <<else>>

        <<link [[Next|Prison Breakfast Prayer]]>><</link>>

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

:: Prison Breakfast Help
<<effects>>

<<generate1>><<person1>>
<<if $submissive gte 1150>>
    "C-could someone help me?" you ask. "Please?"
<<elseif $submissive lte 850>>
    "Someone gimme a hand," you say.
<<else>>
    "Could someone give me a hand," you say.
<</if>>

A <<person>> takes the bowl from your head. "Sure darling," <<he>> smacks your <<bottom>>. "Get moving."

<<He>> feeds you by hand while the other inmates watch. They look amused.

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Breakfast Careful
<<effects>>

<<if $danceSuccess>>
    You walk to a free seat. A couple of inmates stick out their legs, but you step over them without losing balance.

    <<link [[Next|Prison Breakfast Prayer]]>><</link>>

<<else>>
    You walk towards a free seat. An inmate sticks out a leg, tripping you. Your bowl clatters against the ground, spilling food everywhere.

    <<if $worn.face.type.includes("gag")>>
        <<generate_veteran_guard 0>><<person1>>
        You hear the stomp of boots. Before you can stand, <<veteran_guard 0>> presses <<his>> foot against your back. "Dirtying our nice clean floor?" <<he>> says. "I won't have it."

        <<link [[Next|Prison Breakfast Lick Refuse]]>><<set $phase to 1>><</link>>

    <<else>>
        <<generate_veteran_guard 0>><<person1>>
        You hear the stomp of boots. Before you can stand, <<veteran_guard 0>> presses <<his>> foot against your back. "Dirtying our nice clean floor?" <<he>> says. "I won't have it. Lick it up. All of it."

        <<link [[Lick|Prison Breakfast Lick]]>><<prison_inmates -3>><<trauma 6>><</link>><<llrespect>><<gtrauma>>

        <<link [[Refuse|Prison Breakfast Lick Refuse]]>><<prison_inmates 3>><<pain 8>><<trauma 12>><<stress 12>><<prison_guards -1>><</link>><<ggpain>><<ggtrauma>><<ggstress>><<gsuspicion>><<ggrespect>>

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

:: Prison Breakfast Lick
<<effects>>

You can feel the other inmates watching. <<veteran_guard 0 cap>> doesn't remove <<his>> boot until you've licked up the entire spillage. "Good," <<he>> says. "Now sit down."

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Breakfast Lick Refuse
<<effects>>

<<generate_methodical_guard 1>>

<<veteran_guard 0 cap>> removes <<his>> boot, only to smack you back against the ground with <<his>> baton. You curl up as best you can with your arms bound, as <<he>> delivers blow after blow.<<if $phase is 1>><<prison_inmates 3>><<pain 8>><<trauma 12>><<stress 12>><<prison_guards -1>><<ggpain>><<ggtrauma>><<ggstress>><<gsuspicion>><<ggrespect>><</if>>

"That's enough," cuts in <<methodical_guard 1>>. "I'm not delaying prayer for this."

<<veteran_guard 0 cap>> backs away from you. <<tearful>> you rise to your feet, and find a seat.

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Breakfast Scarred
<<effects>>

You sit on <<scarred_inmate 0 apo>> lap.

<<if $prison.scarred gte 80>>
    <<He>> takes your bowl and spoon, and feeds you <<himself>>. If <<his>> gang finds this strange, they give no sign.
<<elseif $prison.scarred gte 20>>
    <<He>> takes your bowl, and holds it from you as you eat.
<<else>>
    You're too high, and far, from the table to use it. You rest the bowl on your own thigh while eating.
<</if>>

<<if random(1, 2) is 2>>
    You endure the occasional pinch.<<gstress>><<gpain>><<stress 6>><<pain 4>>
<</if>>

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Breakfast Scarred Refuse
<<effects>>

You refuse <<scarred_inmate 0>>, and sit elsewhere.
<<if $prison.scarred gte 80>>
    <<He>> looks hurt.
<<else>>
    You hear <<him>> snarl.
<</if>>

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Breakfast Prayer
<<effects>>

<<generate_methodical_guard 0>><<methodical_guard 0 cap>><<person1>> clears <<his>> throat, still holding the book in <<his>> hands and seemingly settled on a passage. "Bow your heads," <<he>> says. "In prayer." Most of the inmates have already bowed.

<<link [[Bow your head|Prison Breakfast Prayer Bow]]>><><<purity 2>><</link>><<gpurity>>

<<link [[Bow your head and daydream|Prison Breakfast Prayer Daydream]]>><<stress -6>><</link>><<lstress>>

<<link [[Refuse|Prison Breakfast Prayer Refuse]]>><<def 1>><<grespect 1>><<suspicion 1>><</link>><<gsuspicion>><<grespect>>

:: Prison Breakfast Prayer Bow
<<effects>>

You bow your head. <<methodical_guard 0 cap>> recites a litany of punishment, before slamming the book shut. "Rise. Everyone outside."

You shuffle outside with the other inmates.

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Breakfast Prayer Daydream
<<effects>>

You bow your head, but pay no attention to <<methodical_guard 0 apo>> words.

<<if ($loveInterest.primary is "Robin" or $loveInterest.secondary is "Robin") and random(1, 3) is 3>>
    You think about Robin. You hope <<nnpc_he "Robin">>'s doing okay without you.
<<elseif ($loveInterest.primary is "Whitney" or $loveInterest.secondary is "Whitney") and random(1, 3) is 3>>
    You think about Whitney. You bet <<nnpc_he Whitney>> misses you, whether <<nnpc_he Whitney>> would admit it or not.
<<elseif ($loveInterest.primary is "Eden" or $loveInterest.secondary is "Eden") and random(1, 3) is 3>>
    You think about Eden. You hope <<nnpc_he Eden>> isn't too worried. You doubt even <<nnpc_he Eden>> could make it out here.
<<elseif ($loveInterest.primary is "Avery" or $loveInterest.secondary is "Avery") and random(1, 3) is 3>>
    You think about Avery, and wonder if <<nnpc_he Avery>> could buy your freedom.
<<elseif ($loveInterest.primary is "Sydney" or $loveInterest.secondary is "Sydney") and random(1, 3) is 3>>
    You think about Sydney. You know you're in <<nnpc_his Sydney>> thoughts as well.
<<elseif ($loveInterest.primary is "Alex" or $loveInterest.secondary is "Alex") and random(1, 3) is 3>>
    You think about Alex, and wonder how the farm is doing.
<<elseif ($loveInterest.primary is "Black Wolf" or $loveInterest.secondary is "Black Wolf") and random(1, 3) is 3>>
    You think about the black wolf, and the pack. You hope they're not hungry.
<<elseif ($loveInterest.primary is "Great Hawk" or $loveInterest.secondary is "Great Hawk") and random(1, 3) is 3>>
    You think about the great hawk. <<nnpc_He "Great Hawk">> must be watching for you, but you doubt <<nnpc_he "Great Hawk">> would search this far.
<<else>>
    <<if $rng gte 81>>
        You hope the orphans are okay.
    <<elseif $rng gte 61>>
        You think about school, and hope your absence doesn't count as truancy.
    <<elseif $rng gte 41>>
        Your thoughts wander all over.
    <<elseif $rng gte 21>>
        You wonder how many of the other inmates are paying attention.
    <<else>>
        You hear <<his>> voice though. It seems to echo, but there's something wrong with it. Like another voice is layered atop <<his>>.
    <</if>>
<</if>>

<<He>> slams the book shut. "Rise. Everyone outside."

You shuffle outside with the other inmates.

<<link [[Next|Prison Yard]]>><<endevent>><</link>>

:: Prison Breakfast Prayer Refuse
<<effects>>

<<if $prison.shock is 1>>
    <<if $prison.guards gte 40>>
        You stare at <<methodical_guard 0>>. "Prisoner 144," <<he>> snaps. "I'll give you another chance. Bow your head at once."

        <<link [[Bow|Prison Breakfast Prayer Bow]]>><><<purity 2>><</link>><<gpurity>>

        <<link [[Refuse again|Prison Breakfast Prayer Refuse 2]]>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>>

    <<else>>
        You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket. A terrible jolt runs through you, emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>

        You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from the canteen. The other inmates tease you as you pass, but it doesn't sound malicious.
        <<bind>>

        <<link [[Next|Prison Punishment]]>><<endevent>><</link>>
    <</if>>
<<else>>
    You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket, then hesitates. <<He>> commences without mentioning you.

    <<He>> recites a litany of punishment, before slamming the book shut. "Rise. Everyone outside."

    You shuffle outside with the other inmates.

    <<link [[Next|Prison Yard]]>><<endevent>><</link>>

<</if>>

:: Prison Breakfast Prayer Refuse 2
<<effects>>

You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket. A terrible jolt runs through you, emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>

You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from the canteen. The other inmates tease you as you pass, but it doesn't sound malicious.
<<bind>>

<<link [[Next|Prison Punishment]]>><<endevent>><</link>>

:: Prison Lunch
<<effects>>
<<pass 1>><<advancetohour>>
<<if $leftarm is "bound" and $rightarm is "bound">>
    <<generate1>><<person1>>
    You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of sloppy potatoe soup, and rests it on your head.
    <<if $worn.face.type.includes("gag")>>
        There's a straw included, which you might be able to winkle past your gag.
    <</if>>

    <<endevent>>
    <<if $worn.face.type.includes("gag")>>
        You'd be able to ask for help, if not for your gag.

    <<else>>
        <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>>

    <</if>>
    <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>>

<<else>>
        You queue with the other prisoners, and receive a bowl of potato soup.
        <<if $worn.face.type.includes("gag")>>
            There's a straw included, which you might be able to winkle past your gag.
        <</if>>

    You look for a free seat.
    <<if $prison.protection is "tattooed">>
        <<generate_tattooed_inmate 0>><<tattooed_inmate 0 cap>><<person1>> steps in your way. "My <<girl>>'s not sitting alone," <<he>> says, grabbing your arm.

        <<link [[Comply|Prison Lunch Tattooed]]>><<prison_rep tattooed 1>><<prison_attention 1>><</link>><<glove>><<gattention>>

        <<link [[Refuse|Prison Lunch Tattooed Refuse]]>><<prison_inmates 1>><</link>><<grespect>>
    <<else>>

        <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

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

:: Prison Lunch Tattooed
<<effects>>

You sit beside <<tattooed_inmate 0>>, the pair of you flanked by <<his>> gang.
<<if $prison.tattooed gte 80>>
    <<He>> brags openly about "having" you, stopping passers by and making sure they have a good look.
<<elseif $prison.tattooed gte 20>>
    <<He>> brags openly about "having" you.
<<else>>
    <<He>> draws a lot of attention, and seems eager to be seen with you.
<</if>>

<<if random(1, 2) is 2>>
    You endure the occasional grope.<<gstress>><<stress 6>><<garousal>><<arousal 6>>

<</if>>

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Lunch Tattooed Refuse
<<effects>>

You shake off <<tattooed_inmate 0 apo>> hand.
<<if $prison.tattooed gte 80>>
    "Fuck I do?" <<he>> asks. "Fine. Mind some fucker doesn't rape you."
<<else>>
    <<He>> grabs you again, but a <<generate2>><<person2>><<person>> beside <<him>> grabs <<his>> arm in turn, and glances at the guard. <<tattooed_inmate 0 cap>> releases you, and parts with a glare.
<</if>>

You find somewhere to sit, and eat your soup.

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Dinner
<<effects>>
<<pass 1>><<advancetohour>>
<<if $leftarm is "bound" and $rightarm is "bound">>
    <<generate1>><<person1>>
    You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of mixed vegetable soup and diced meat. <<He>> rests it on your head.
    <<if $worn.face.type.includes("gag")>>
        There's a straw included, which you might be able to winkle past your gag. Good for the soup, at least.
    <</if>>

    <<endevent>>
    <<if $worn.face.type.includes("gag")>>
        You'd be able to ask for help, if not for your gag.

    <<else>>
        <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>>

    <</if>>
    <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>>

<<else>>
    You queue with the other prisoners, and receive a slab of meat and a ladle-full of mixed vegetable soup.
    <<if $worn.face.type.includes("gag")>>
        There's a straw included, which you might be able to winkle past your gag. Good for the soup, at least.
    <</if>>

    <<if $prison.kylar is "active">>
        Kylar appears behind you, following close.

        <<npc Kylar>><<person1>>
        <<link [["Let " + $NPCList[0].pronouns.him + " sit beside you"|Prison Dinner Kylar]]>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<prison_inmates -1>><</link>><<lrespect>><<glove>><<lksuspicion>>

        <<link [[Insist on sitting alone|Prison Dinner Kylar Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><<prison_inmates 1>><</link>><<llove>><<gksuspicion>><<grespect>>

    <<elseif $rng gte 81>>
        You find a seat, and eat your meal.

        <<generate1>><<person1>>
        "Hey <<girl>>," says the <<person>> opposite. <<He>> rests <<his>> elbow on the table. "Wrestle?"

        <<if $leftarm is "bound" and $rightarm is "bound">>
            You can't wrestle with your arms bound.
        <<else>>
            <<link [[Wrestle|Prison Dinner Wrestle]]>><</link>><<physiquedifficulty 2000 16000>>
        <</if>>

        <<link [[Decline|Prison Dinner Wrestle Decline]]>><<prison_inmates -1>><</link>><<lrespect>>

    <<elseif $rng gte 61>>
        <<generate1>><<person1>>
        "Oi," says a <<person>>, slamming <<his>> tray beside you. "This is my seat."

        <<link [[Threaten|Prison Dinner Threaten]]>><<prison_inmates 1>><</link>><<grespect>>

        <<link [[Move|Prison Dinner Move]]>><<prison_inmates -1>><</link>><<lrespect>>

    <<else>>
        No one pays you much mind.

        <<link [[Next|Prison Breakfast Prayer]]>><</link>>

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

:: Prison Dinner Kylar
<<effects>>

You take a seat, and Kylar sits beside you. The inmate on the other side of <<him>> gives you a dirty looks as <<he>> moves seats.

Kylar insists on tasting your food before you eat any.

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Dinner Kylar Refuse
<<effects>>

You take a seat in a crowded spot. Kylar tries to squeeze in beside you, but the adjacent inmate shoves <<him>> away. Kylar falls, and <<his>> tray scatters across the ground.

<<He>> covers <<his>> face as <<he>> runs from the room.

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Dinner Wrestle
<<effects>>

You grasp <<his>> hand, and wrestle.
<<if $physiqueSuccess>>
    <<He>> holds firm at first, but once you have momentum, you push <<him>> all the way. "Stronger than you look," <<he>> comments, wringing <<his>> hand.<<grespect>><<prison_inmates 1>>

<<else>>
    You strain with all your might, but <<he>> gains momentum and pins your hand against the table. "Gotcha," <<he>> says with pride.<<gpain>><<pain 4>>

<</if>>

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Dinner Wrestle Decline
<<effects>>

You refuse the challenge.

"Wuss," <<he>> says, before bothering the <<generate2>><<person2>><<person>> beside <<him>>

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Dinner Threaten
<<effects>>

<<if $submissive gte 1150>>
    You stand, your fists clenched, and glare at the <<person>>. <<gagged_speech "I-I'm not moving" ,>> you say.
<<elseif $submissive lte 850>>
    You stand and shove the <<person>>. <<gagged_speech "Fucking make me" ,>> you say.
<<else>>
    You stand and glare at the <<person>>. <<gagged_speech "No" ,>> you say. "What you gonna do?"
<</if>>

<<if $prison.inmates gte random(1, 100)>>
    <<He>> takes a deep breath, and laughs. "Turns out this ain't my seat," <<he>> says. "Carry on." <<He>> sits some distance away.

    <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

<<else>>
    <<He>> takes a deep breath, and pulls <<his>> arm back for a punch.

    <<link [[Dodge|Prison Dinner Dodge]]>><</link>><<dancedifficulty 1 500>>

    <<link [[Dodge and humiliate|Prison Dinner Humiliate]]>><</link>><<dancedifficulty 1 1000>>

    <<link [[Punch back|Prison Dinner Punch]]>><</link>><<physiquedifficulty 1 16000>>

<</if>>

:: Prison Dinner Dodge
<<effects>>

<<generate_methodical_guard 1>>
<<if $danceSuccess>>
    You duck and twirl beneath the <<persons>> blow. The other inmates cheer, but a whistle pierces the din.<<grespect>><<prison_inmates 1>>

    "Order," <<methodical_guard 1>> shouts. "I will have order!" You sit back down. The <<person>> hesitates, then finds a seat elsewhere.

<<else>>
    You try to duck, but the <<person>>'s fist connects with your cheek. You end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress 6>><<prison_inmates -1>>

    "Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere.

<</if>>

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Dinner Humiliate
<<effects>>

<<generate_methodical_guard 1>>
<<if $danceSuccess>>
    You duck and twirl beneath the <<persons>> blow, grab the hem of <<his>> trousers, and tug them down to <<his>> knees.

    <<He>> covers <<his>>
    <<if $NPCList[0].penis isnot "none">>
        <<print $NPCList[0].penisdesc>> in a hurry,
    <<else>>
        pussy in a hurry,
    <</if>>
    as the inmates erupt in laughter.
    <<ggrespect>><<prison_inmates 3>>

    "Order," <<methodical_guard 1>> shouts. "I will have order!" You sit back down. The <<person>>, face red, finds a seat elsewhere.

<<else>>
    You try to duck, but the <<person>>'s fist connects with your cheek. You end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress 6>><<prison_inmates -1>>

    "Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere.

<</if>>

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Dinner Punch
<<effects>>

<<if $physiqueSuccess>>
    You're faster, and smack <<him>> right on the nose. <<He>> shouts and clutches <<his>> face while staggering backwards. The inmates cheer.<<ggrespect>><<prison_inmates 3>>

    "Order," <<methodical_guard 1>> shouts. "I will have order!" You take your seat. The <<person>> finds <<his>> own.

<<else>>
    You try to counterattack, but you're too slow. <<His>> fist collides with your face, and you end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress>><<prison_inmates -1>>

    "Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere.

<</if>>

<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>

:: Prison Dinner Move
<<effects>>

You decide to find another seat. The inmates were hoping for drama, but that's not your concern.

<<link [[Next|Prison Breakfast Prayer]]>><</link>>