<<set $pc_health = Constants.MAX_HEALTH>>\n<<set $opponent_health = Constants.MAX_HEALTH>>\n<<set $last_pc_health = Constants.MAX_HEALTH>>\n<<set $last_opponent_health = Constants.MAX_HEALTH>>\n<<set $crowd_attitude = 0>>\n<<set $opponent_relationship = 0>>\n<<set $pc_name = "">>\n<<set $opponent_name = "">>\n<<set $pc_stage_name = "">>\n<<set $opponent_stage_name = "">>\n<<set $trust_broken = 0>>\n<<set $crowd_seen_move_combinations = [[0,0,0],[0,0,0],[0,0,0]]>>\n<<set $pc_build = -1>>\n<<set $pc_weapon = -1>>\n<<set $pc_posture = -1>>\n<<set $opponent_build = -1>>\n<<set $opponent_weapon = -1>>\n<<set $opponent_posture = -1>>\n<<set $death_match_announced = false>>
<<include [[Init Variables]]>>\s\n<div class="dialogue announcer">[[Announcer|Enter Arena 1 Announcer]]: "All right, arena fans! Are you ready for some VIOLENCE?"</div>\nThe [[arena door|Enter Arena 1 Door]] opens. The [[crowd|Enter Arena 1 Crowd]] hammers on the armoured glass. A smell of blood and ozone. A [[trough|Enter Arena 1 Trough]] in the sand.\n\n<div class="options">\s\n[[You run in and strike a pose for the crowd|Enter Arena 2 Showy]]\s\n[[You stride in like the arena belongs to you|Enter Arena 2 Powerful]]\s\n[[You dart straight to the most advantageous position|Enter Arena 2 Fast]]\s\n[[You enter cautiously and adopt a defensive stance|Enter Arena 2 Defensive]]\s\n[[You refuse to enter|Enter Arena 2 Rebellious]]\s\n</div>\s
Inches-thick metal, covered in spikes that will be electrified as soon as it shuts behind you. They're not going to give you a weapon without being very sure you can't get out.\n\n<<backButton>>
High up in an observation booth, surrounded by feeds from all the camera drones, his voice whipping the crowd into a frenzy. In his flashy red suit he looks like a demon overseeing your torment.\n\n<<backButton>>
T-shirts and work clothes, beer and hot dogs. The Cyborg Arena is a lower class entertainment, where precariously employed workers spend some of their free time and money to watch the plight of those less well-off than themselves. They've got a lot of pent-up hatred, and the Arena channels it quite effectively towards cyborgs. You're the circuses part of bread and circuses.\n\n<<backButton>>
A shallow trough spattered with blood and oil, where the loser of the last fight was dragged to the repair bay. She'll be fine. A cyborg gladiator is an investment, and the entertainment company wants to make you all last as long as they can.\n\n<<backButton>>
<div class="dialogue announcer">Announcer: "In the red corner, fresh from a string of victories..."</div>
<<set $pc_posture = Constants.ENTRANCE_SHOWY>>\s\n<<set $crowd_attitude += 2>>\s\n<<include [[Enter Arena 2 Announcer]]>>\nThe crowd cheers and hammers on the partition. <<include [[Enter Arena 2]]>>
<<set $pc_posture = Constants.ENTRANCE_POWERFUL>>\s\n<<set $crowd_attitude++>>\s\n<<include [[Enter Arena 2 Announcer]]>>\nThe crowd hammers rhythmically on the partition, anticipating the power of your first strike. <<include [[Enter Arena 2]]>>
<<set $pc_posture = Constants.ENTRANCE_FAST>>\s\n<<set $crowd_attitude++>>\s\n<<include [[Enter Arena 2 Announcer]]>>\nThe crowd gasps at your superhuman speed. <<include [[Enter Arena 2]]>>
<<set $pc_posture = Constants.ENTRANCE_DEFENSIVE>>\s\n<<set $crowd_attitude++>>\s\n<<include [[Enter Arena 2 Announcer]]>>\nThe crowd becomes hushed, feeling your tension, waiting for you to pounce. <<include [[Enter Arena 2]]>>
<<set $pc_posture = Constants.ENTRANCE_REBELLIOUS>>\s\n<<set $pc_health -= 5>>\s\n<<include [[Enter Arena 2 Announcer]]>>\nA guard shocks you with a cattle prod, sending you sprawling onto the arena floor. The audience jeers and laughs. <<include [[Enter Arena 2]]>>
<<set $pc_power = EntranceStats[$pc_posture].power>>\s\n<<set $pc_speed = EntranceStats[$pc_posture].speed>>\s\n<<set $pc_defence = EntranceStats[$pc_posture].defence>>\s\nHigh up in his box your [[owner|Enter Arena 2 Owner]] looks down with an inscrutable expression.\n\nCamera drones swarm around you, and a dozen screens show you through their eyes. You're...\n<div class="options">\s\n[[...a hulking mass of technologically augmented muscle|Enter Arena 3 Muscular]]\s\n[[...a seamless melding of lithe limbs and graceful technology|Enter Arena 3 Agile]]\s\n[[...an angular construction of metal with no visible human flesh|Enter Arena 3 Robot]]\s\n</div>
Technically you're owned by an entertainment company headquartered in some tax haven, but the web of ownership leads back to this man: ''Andreas Buhr'', entertainment company heir, capitalist bastard, sadistic murder voyeur. You've never met him, and he only occasionally watches these fights in person. You're not sure what his presence means for tonight's match.\n\n<<backButton>>
<div class="dialogue announcer">Announcer: "Three-time arena champion..."</div>
<<set $pc_build = Constants.BUILD_MUSCULAR>>\s\n<<include [[Enter Arena 3 Announcer]]>>\nYour augmentations are mostly beneath the skin, laced through your muscles and running along your bones. You look like a parody of a bodybuilder, but your body was constructed as much as trained, technology supporting your physiology to be stronger and more resilient than any unaugmented human.\n\n<<include [[Enter Arena 3]]>>
<<set $pc_build = Constants.BUILD_AGILE>>\s\n<<include [[Enter Arena 3 Announcer]]>>\nYour head and torso are mostly organic, while your limbs are mostly mechanical--but really that's an oversimplification, because your organic and technological parts are subtly and intimately woven together, and your mechanical parts are of the advanced pseudo-muscle kind that's half way to being organic anyway. Nanotech synth-skin covers and protects you, and your cutting-edge augmentations combine the speed and power of machinery with the flexibility and agility of a gymnast.\n\n<<include [[Enter Arena 3]]>>
<<set $pc_build = Constants.BUILD_ROBOT>>\s\n<<include [[Enter Arena 3 Announcer]]>>\nYour brain sits in its compact life support unit in the middle of your chest. Besides that, you're a robot, a human-shaped industrial machine encased in a shell of armour, with none of the vulnerability that comes from a more complex mixing of metal and flesh.\n\n<<include [[Enter Arena 3]]>>
<<set $pc_power = EntranceStats[$pc_posture].power + CyborgStats[$pc_build].power>>\s\n<<set $pc_speed = EntranceStats[$pc_posture].speed + CyborgStats[$pc_build].speed>>\s\n<<set $pc_defence = EntranceStats[$pc_posture].defence + CyborgStats[$pc_build].defence>>\s\nBut beneath it all, you're...\n<div class="options">\s\n[[...a man|Enter Arena 4 Man]]\s\n[[...a woman|Enter Arena 4 Woman]]\s\n[[...too cyberpunk for binary gender|Enter Arena 4 Nonbinary]]\s\n</div>
<div class="dialogue announcer">Announcer: "It's..."</div>
<<include [[Enter Arena 4 Announcer]]>>\n<<set $pc_gender = Constants.GENDER_M>>\s\nYou're a man. <<include [[Enter Arena 4]]>>
<<include [[Enter Arena 4 Announcer]]>>\n<<set $pc_gender = Constants.GENDER_F>>\s\nYou're a woman. <<include [[Enter Arena 4]]>>
<<include [[Enter Arena 4 Announcer]]>>\n<<set $pc_gender = Constants.GENDER_NB>>\s\nYou're a person. <<include [[Enter Arena 4]]>>
But beneath \s\n<<if $pc_build == Constants.BUILD_MUSCULAR>>your layers of combat-optimised muscle\s\n<<elseif $pc_build == Constants.BUILD_AGILE>>your flexible nanotech skin\s\n<<elseif $pc_build == Constants.BUILD_ROBOT>>your bulky metal exterior\s\n<<else>>(unexpected build $pc_build)<</if>>, \s\n you're
<<set _nameDeck = clone(Constants.NAMES_BY_GENDER[$pc_gender])>>\s\n<<set $pc_name = _nameDeck.pluck()>>\s\nAnd you're every bit as human as the audience braying for your blood and the slavemaster who owns you.\n\nYou have a name. It's <span id="textbox"><<include [[Enter Arena 4 Textbox]]>></span>\s\n<<link "(random)">>\s\n\t<<set $pc_name = _nameDeck.pluck()>>\s\n\t<<if _nameDeck.length == 0>>\s\n\t\t<<set _nameDeck = clone(Constants.NAMES_BY_GENDER[$pc_gender])>>\s\n\t\t<<set _nameDeck.delete($pc_name)>>\s\n\t<</if>>\s\n\t<<run setPageElement("textbox", "Enter Arena 4 Textbox")>>\s\n<</link>>\n\n<div class="options">\s\n<<link "That's my name.">>\s\n\t<<if $pc_name != "">>\s\n\t\t<<goto "Enter Arena 5">>\s\n\t<</if>>\s\n<</link>>\s\n</div>
<<textbox "$pc_name" $pc_name>>
<<set $pc_stage_name = either(Constants.STAGE_NAMES_BY_BUILD[$pc_build])>>\s\n<div class="dialogue announcer">Announcer: "<<= $pc_stage_name.toUpperCase()>>!!! And facing it, looking to reclaim its champion title..."</div>\nThe announcer's voice whips the crowd into a frenzy. Some of them bang on the partitions with signs reading "<<= $pc_stage_name.toUpperCase()>>".\n\nThe door at the far side of the arena opens to reveal your opponent.\n\n<div class="options">\s\n[[He is...|Enter Arena 6][$opponent_gender = Constants.GENDER_M]]\s\n[[She is...|Enter Arena 6][$opponent_gender = Constants.GENDER_F]]\s\n[[They are...|Enter Arena 6][$opponent_gender = Constants.GENDER_NB]]\s\n</div>
<div class="dialogue announcer">Announcer: "It's..."</div>\n<<= HeShe()>> <<= verb("is","are")>>...\n<div class="options">\s\n<<link `"..."+($pc_build==Constants.BUILD_MUSCULAR?"your mirror image: ":"")+"an upright slab of superhumanly bulging muscle"` "Enter Arena 7">><<set $opponent_build = Constants.BUILD_MUSCULAR>><</link>>\s\n<<link `"..."+($pc_build==Constants.BUILD_AGILE?"your mirror image: ":"")+"an unnaturally graceful, slender shape with smooth metallic skin"` "Enter Arena 7">><<set $opponent_build = Constants.BUILD_AGILE>><</link>>\s\n<<link `"..."+($pc_build==Constants.BUILD_ROBOT?"your mirror image: ":"")+"a faceless robot with no outward sign of being a person."` "Enter Arena 7">><<set $opponent_build = Constants.BUILD_ROBOT>><</link>>\s\n</div>
<<set _namelist = Constants.NAMES_BY_GENDER[$opponent_gender]>>\n<<set _namelist.delete($pc_name)>>\n<<set $opponent_name = either(_namelist)>>\n<<set _namelist = Constants.STAGE_NAMES_BY_BUILD[$opponent_build]>>\n<<set _namelist.delete($pc_stage_name)>>\n<<set $opponent_stage_name = either(_namelist)>>\n\n<div class="dialogue announcer">Announcer: "<<= $opponent_stage_name.toUpperCase()>>!!!"</div><br>\n\n<<if $pc_posture == Constants.ENTRANCE_SHOWY || $pc_posture == Constants.ENTRANCE_REBELLIOUS>>\n\t<<set $opponent_posture = Constants.ENTRANCE_SHOWY>>\n\t<<set $crowd_attitude++>>\n\t<<if $pc_posture == Constants.ENTRANCE_SHOWY>>\n\t\t<<= HeShe()>> <<= verb("sees","see")>> your showy entrance and <<= verb("strikes","strike")>> a pose of <<= hisher()>> own,\n\t<<else>>\n\t\t<<= HeShe()>> <<= verb("takes","take")>> advantage of your awkward entrance to draw the audience's attention to <<= himherself()>>,\n\t<</if>>\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\tflexing <<= hisher()>> enormous biceps and bellowing an inarticulate battle cry.\n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\tleaping high into the air and executing a graceful somersault before landing in a feline crouch.\n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\tunfolding <<= hisher()>> robotic body to its full terrifying height.\n\t<<else>>(unexpected opponent built $opponent_build)\n\t<</if>>\n\t\n<<else>>\n\t<<set $opponent_posture = random(Constants.ENTRANCE_POWERFUL,Constants.ENTRANCE_DEFENSIVE)>>\n\t<<if $opponent_posture == Constants.ENTRANCE_POWERFUL>>\n\t\t<<= HeShe()>> <<= verb("makes","make")>> a powerful entrance,\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tthumping <<= hisher()>> massive fists together in preparation to strike.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tmachine-augmented muscles coiled to spring.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\taudibly whirring as <<= hisher()>> mechanisms power up.\n\t\t<<else>>(unexpected opponent build $opponent_build)\n\t\t<</if>>\n\t<<elseif $opponent_posture == Constants.ENTRANCE_FAST>>\n\t\t<<= HeShe()>> <<= verb("enters","enter")>> quickly,\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tmuscular legs carrying <<= himher()>> into the centre of the arena.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\ta blur of superhumanly fast machinery.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tpowering implacably into the centre of the arena.\n\t\t<<else>>(unexpected opponent build $opponent_build)\n\t\t<</if>>\n\t<<elseif $opponent_posture == Constants.ENTRANCE_DEFENSIVE>>\n\t\t/%<<= HeShe()>> <<= verb("reads","read")>> your posture and <<= verb("adopts","adopt")>> a defensive stance of <<= hisher()>> own,%/\n\t\t<<= HeShe()>> <<= verb("drops","drop")>> into a defensive stance,\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tshifting <<= hisher()>> weight back and forward and raising <<= hisher()>> enormous fists to block.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tdancing back and forth to dodge your first attack.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tputting <<= hisher()>> thickest armour plating between you and <<= hisher()>> vulnerable core.\n\t\t<<else>>(unexpected opponent build $opponent_build)\n\t\t<</if>>\n\t<<else>>Unknown opponent posture $opponent_posture\n\t<</if>>\n<</if>>\n<<set $opponent_power = EntranceStats[$opponent_posture].power + CyborgStats[$opponent_build].power>>\n<<set $opponent_speed = EntranceStats[$opponent_posture].speed + CyborgStats[$opponent_build].speed>>\n<<set $opponent_defence = EntranceStats[$opponent_posture].defence + CyborgStats[$opponent_build].defence>>\n<br><br>\n<<= HisHer()>> names's ''<<= $opponent_name>>''.\n<br><br>\n<div class="options"><<link `"You've known "+himher()+" for years..."` "Flashback Meeting">><</link>></div>
The [[guards|Flashback Meeting 1 Guards]] hurled onto the concrete floor of the gladiator barracks. The door locked, and a moment later the inhibitor cuffs dropped from your wrists.\n\nThere were a dozen other cyborgs in the common area. Imposing, battle-hardened, sneering down at the new meat.\n\n<div class="dialogue carl">[[Battered cyborg|Flashback Meeting 1 First Bully]]: \s\n<<if $pc_build == Constants.BUILD_MUSCULAR>>\s\n\t"I guess they ran out of //real// cyborgs."\s\n<<elseif $pc_build == Constants.BUILD_AGILE>>\s\n\t"Look at this dainty thing. Bet it snaps in half as soon as we touch it."\s\n<<elseif $pc_build == Constants.BUILD_ROBOT>>\s\n\t"Hey, it's that metal training dummy we asked for."\s\n<<else>>\n\tERROR: Unexpected PC build $pc_build\s\n<</if>>\s\n</div>\n<div class="dialogue jane">[[Scarred cyborg|Flashback Meeting 1 Second Bully]]: "Time to show the new meat its place."</div>\nYou picked yourself up from the floor and said...\n<div class="options">\s\n[[`"Fuck you, asshole."`|Flashback Meeting 1a Fuck You]]\s\n[[`"Bring it on. I could take any one of you."`|Flashback Meeting 1a Bring It On]]\s\n[[`"We're all in the same boat. Don't let them turn us against one another!"`|Flashback Meeting 1a Same Boat]]\s\n[[Nothing|Flashback Meeting 1a Nothing]]\s\n</div>
Tough men wearing powered exoskeletons that made them look <<if $pc_build == Constants.BUILD_ROBOT>>almost as robotic as you<<else>>more robotic than you<</if>>. But because the exoskeletons weren't interfaced with their nervous systems, the guards were using tools, whereas your implants meant that you //were// a tool.\n\n<<backButton>>
You'd later learn that his name was Carl, or "Annihilator" when he was in the ring. His industrial augmentations were huge and battered, and there were areas of inflammation where they met his skin. Notches down his chest-plate counted the matches he'd won.\n\n<<backButton>>
She'd later introduce herself as Jane, stage name "Venom." Her body was grey platic moulded into a human shape, like an articulated shop window mannequin--if there was a shop selling scorch marks, lacerations, and deliberate scars in the shape of snakes. There wasn't much organic tissue left besides a brain and its life support system somewhere in her chest.\n\n<<backButton>>
<<include [[Flashback Meeting 1b Beatdown]]>>
Maybe you could have, if you'd been fresh rather than exhausted from your capture and processing. But the other gladiators were well-rested and sitting on a stores of pent-up aggression, and they were in no mood to fight fair.\n\n<<include [[Flashback Meeting 1b Beatdown]]>>
You were right, but that didn't make it the right thing to say. <<include [[Flashback Meeting 1b Beatdown]]>>
You sensed you were going to get beaten up whatever you said, so you said nothing. <<include [[Flashback Meeting 1b Beatdown]]>>
Half a dozen cyborgs crowded around you to deliver a violent hazing, raining blows down on you from a variety of flesh and metal appendages. It didn't feel like it at the time, but later on you'd realise they were holding back: there were harsh punishments for gladiators who did more than superficial damage to the company's property.\n\nAfter the bullies moved off, [[another cyborg|Flashback Meeting 1b Describe Opponent]] crossed the room to you. At first you thought <<= heshe()>> <<= verb("was","were")>> just late for the beatdown, but instead <<= heshe()>> extended a <<= ["muscular","synth-skin","mechanical"][$opponent_build]>> hand towards you.\n\n<div class="options">\s\n\t<<link `"You took "+hisher()+" hand"` "Flashback Meeting 1c Take Hand">><</link>>\s\n\t<<link `"You swatted "+hisher()+" hand away and got up on your own"` "Flashback Meeting 1c Refuse Hand">><</link>>\s\n</div>\s
It was <<= $opponent_name>>. Younger than the one you would end up facing in the ring,\n<<if $opponent_build == Constants.BUILD_MUSCULAR>>\s\n\t<<= hisher()>> muscular body still mostly free of scar tissue.\n<<elseif $opponent_build == Constants.BUILD_AGILE>>\s\n\t<<= hisher()>> graceful body still free of damage.\n<<elseif $opponent_build == Constants.BUILD_ROBOT>>\s\n\t<<= hisher()>> metallic body still shiny and un-dented.\n<<else>>\n\tUNEXPECTED OPPONENT BUILD $opponent_build.\n<</if>>\s\n\n<<backButton>>
You gratefully took the offered hand.\n\n<<include [[Flashback Meeting 1c]]>>
You weren't weak and you didn't need help. The other cyborg moved back and let you struggle to your feet on your own.\n\n<<include [[Flashback Meeting 1c]]>>
<div class="dialogue opponent"><<= $opponent_name>>: "Where have you been hiding?"</div>\n<div class="options">\s\n[[`"I was living off-grid."`|Flashback Meeting 2 Off-Grid]]\s\n[[`"I was living undercover."`|Flashback Meeting 2 Undercover]]\s\n[[`"I was in a factory."`|Flashback Meeting 2 Factory]]\s\n[[`"I was in the army."`|Flashback Meeting 2 Army]]\s\n[[`"None of your business."`|Flashback Meeting 2 Mystery]]\s\n</div>
<<set $pc_origin = Constants.ORIGIN_OFFGRID>>\s\nWhen the [[BPA|Flashback Meeting 2 BPA]] stripped cyborgs of their rights you'd fled to a hidden settlement in the wilderness, but after a few years it had fallen to a police raid. Much of the settlement's population was killed from above by the police helicopter gunships. Your sturdy augmentations saved you, but you were injured and captured along with the other survivors.\n\n<<include [[Flashback Meeting 2]]>>
<<set $pc_origin = Constants.ORIGIN_SUBURBS>>\s\nWhen the [[BPA|Flashback Meeting 2 BPA]] stripped cyborgs of their rights you'd stayed in your old house in the suburbs, keeping to yourself and hiding your augmentations beneath baggy clothing. You don't know which of your neighbours found you out and called the police, but you were woken in the night by a SWAT raid. It took a dozen of them to take you down.\n\n<<include [[Flashback Meeting 2]]>>
<<set $pc_origin = Constants.ORIGIN_WORKER>>\s\nYou didn't say you were a worker, or an employee; legally, you were a piece of equipment. You'd been rounded up and put to work there soon after the [[BPA|Flashback Meeting 2 BPA]] stripped cyborgs of their rights, but later the factory had been closed and its equipment--including cyborgs like you--had been sold off.\n\n<<include [[Flashback Meeting 2]]>>
<<set $pc_origin = Constants.ORIGIN_MILITARY>>\s\nWhen the [[Biological Personhood Act|Flashback Meeting 2 BPA]] stripped cyborgs of their rights, those serving in the military had been best off. Your formidable combat prowess meant you'd enjoyed the status of elite troops, even if you could never leave the service or advance beyond the rank of sergeant. But after a series of Cyborg Rights terrorist attacks, public opinion turned even further against your community, and the government finally banned cyborgs from the military and sold the existing cyborg corps off.\n\n<<include [[Flashback Meeting 2]]>>
<<set $pc_origin = Constants.ORIGIN_MYSTERY>>\s\nSince the [[BPA|Flashback Meeting 2 BPA]] had stripped cyborgs of their rights you'd been in hiding, and you'd developed a habit of not volunteering information about yourself. \n\n<<include [[Flashback Meeting 2]]>>
A few years earlier, the ''Biological Personhood Act'' had declared that anyone with more than a certain amount of cybernetic enhancements was legally a thing rather than a person. The threshold was of course set so that the kind of subtle augmentations that CEOs and politicians had--brain-interface PDAs, alertness drug injectors, and the like--would fall below it, but the kind of augmentations that working-class people took on in order to get better jobs would be above it. It was justified by contrived horror stories about implants turning people into zombies, or about people grafting bits of human brains onto toasters and claiming they were people in order to get free benefits--none of which had ever happened, but which captured the conservative imagination more easily than the real people whose rights were being stripped away. Religious conservatives loved it because cyborgs were the minority they most hated at the moment. Economic conservatives loved it because in one instant their most valuable employees had become their property.\n\n<<backButton>>
You were bought at auction by an entertainment company--a circus, basically, in which cyborgs were paraded as freaks.\s\n<<if $pc_origin == Constants.ORIGIN_MILITARY>>\s\n\tYour combat training and military-grade augmentations made you ideally suited to being a gladiator.\s\n<<elseif $pc_origin == Constants.ORIGIN_OFFGRID || $pc_origin == Constants.ORIGIN_SUBURBS>>\s\n\tThe fight you'd put up when you were captured made the company think you'd be suited to being a gladiator.\s\n<<else>>\s\n\tAlthough you weren't a trained fighter, your augmentations made the company decide you'd be suited to being a gladiator.\s\n<</if>>\n\n<div class="dialogue opponent"><<= $opponent_name>>: "I'm <<= $opponent_name>>. Welcome to our little, family, I guess. Keep your head down, put on a good show, and you should be OK."</div>\n<div class="options">\s\n[[`"How do you put on a good show?"`|Flashback Meeting 3 Crowd Happy]]\s\n[[`"I'm going to find a way out of here!"`|Flashback Meeting 3 Way Out]]\s\n[[`"You sound like you've given up."`|Flashback Meeting 3 Given Up]]\s\n</div>
<div class="dialogue opponent"><<= $opponent_name>>: "We're rewarded for entertaining the crowd, not winning. In my experience, the crowd gets bored easily. It's better to take a hit than do something they've seen before."</div>\n<<include [[Flashback Meeting 3]]>>
<div class="dialogue opponent"><<= $opponent_name>>: "No one's ever escaped from here."</div>\n<<include [[Flashback Meeting 3]]>>
<div class="dialogue opponent"><<= $opponent_name>>: "I'm being pragmatic. There's no way out of here, so there's no point in making things harder for ourselves."</div>\n<<include [[Flashback Meeting 3]]>>
<div class="options">[[A banging on the barracks door...|Flashback Meeting 4]]</div>
<div class="dialogue guard">Guard: "Lights out! Get to your cells!"</div>\n<<= $opponent_name>> squeezed your shoulder and headed for <<= hisher()>> [[cell|Flashback Meeting 4 Opponent Cell]]. Some of the other gladiators sneered or pushed you on their way to theirs, reminding you of the hazing they'd given you and your place in the pecking order.\n\nAs you walked to [[your own cell|Flashback Meeting 4 Your Cell]] at the end of the corridor, you decided that <<= $opponent_name>>...\n<div class="options">\s\n<<link `"...could be a valuable mentor if you could stay on "+hisher()+" good side"` "Flashback Meeting 5 Mentor">><</link>>\s\n[[...was in the same situation you were, and it made sense to work together|Flashback Meeting 5 Same]]\s\n<<link `"...had given up, and you wanted nothing to do with "+himher()` "Flashback Meeting 5 Given Up">><</link>>\s\n[[...was trying to trick you into dropping your guard|Flashback Meeting 5 Trick]]\s\n</div>
As <<= $opponent_name>> entered <<= hisher()>> cell, you noticed that <<= heshe()>> had a few personal items--books, a TV, photographs on the wall. It looked like playing the system did pay off.\n\n<<backButton>>
You found your name on a cell at the far end of the corridor. It was empty apart from a heavy metal bed bolted to the floor.\n\n<<backButton>>
<<set $opponent_relationship = 1>>\s\nYou took <<= $opponent_name>>'s advice to heart, and let <<= himher()>> tutor you in the art of choreographed gladiatorial combat. Some of the more rebellious gladiators hated you as a sell-out, but you won yourself some small luxuries and freedoms. Those, along with your friendship with <<= $opponent_name>>, made your time as a gladiator more bearable.\n\n<<include [[Flashback Meeting 5]]>>
<<set $opponent_relationship = 1>>\s\nTurning you against one another was another tactic your owners used to control you, and you weren't going to let them do that. You didn't always agree with <<= $opponent_name>>, but you worked hard to form an alliance with <<= himher()>>, and that alliance gradually turned into a friendship.\n\n<<include [[Flashback Meeting 5]]>>
<<set $opponent_relationship = -1>>\s\n<<= $opponent_name>> had clearly given up and accepted <<= hisher()>> place here, and you refused to let <<= himher()>> infect you with <<= hisher()>> defeatist attitude. You forged a grim alliance with the other gladiators who refused to submit, and barely spoke to <<= $opponent_name>> and any other gladiators who tried to play by your oppressors' rules.\n\n<<include [[Flashback Meeting 5]]>>
<<set $opponent_relationship = -1>>\s\nIt was every cyborg for themselves here, as the beating you'd taken had showed. You weren't sure what <<= hisher()>> game was, but you weren't going to trust <<= himher()>> and more than you trusted the others. Over the following months you proved yourself in the ring, earned the other gladiators' respect if not their friendship, and only dropped your guard in the solitude of your tiny bare cell.\n\n<<include [[Flashback Meeting 5]]>>
You and <<= $opponent_name>> had fought each other a dozen times since then.\n\n<div class="options">[[Now once more...|Fight Start]]</div>
<div class="dialogue announcer">Announcer: "Gladiators...READY!"</div>\nThe crowd begins to chant, half "<<= $pc_stage_name>>" and half "<<= $opponent_stage_name>>". \s\n<<if $opponent_entrance == Constants.ENTRANCE_POWERFUL>>\s\n\t<<= $opponent_name>> flexes, gathering power to strike.\n<<elseif $opponent_entrance == Constants.ENTRANCE_FAST>>\s\n\t<<= $opponent_name>> dances back and forth, ready to strike at any moment.\n<<elseif $opponent_entrance == Constants.ENTRANCE_DEFENSIVE>>\s\n\t<<= $opponent_name>> stays in <<= hisher()>> defensive stance, ready for whatever you do.\n<<else>>\s\n\t<<= $opponent_name>> continues posing, drinking up the audience's cheers.\n<</if>>\s\n\nAn arena drone hands you your weapon. For this fight you've selected...\n<div class="options">\s\n[[...an indestructible force staff|Fight Start 2 Staff]]\s\n[[...a crackling electro-katana|Fight Start 2 Katana]]\s\n[[...a fucking CHAINSAW that is also a fucking FLAMETHROWER|Fight Start 2 Flamesaw]]\s\n</div>
<<set $pc_weapon = Constants.WEAPON_STAFF>>\s\nYou're not sure what it's made of but it's nearly indestructible, and an ingenious mechanism of motorised weights makes it easier to handle than its mass would suggest while enhancing the impact of every blow. You twirl it in your hands until it becomes a silver blur and then slam its end into the ground, sending shockwaves through the arena sand.\n\n<<include [[Fight Start 2]]>>
<<set $pc_weapon = Constants.WEAPON_KATANA>>\s\nYou twist it in your hand, feeling its lightness and perfect balance. Its blade is sharpened to a monomolecular edge and crackles with electricity, mostly for show but also to disrupt the electronic components of your cyborg enemy. You swing it a couple of times to re-familiarise yourself with its weight, and it leaves a glowing trail in the air.\n\n<<include [[Fight Start 2]]>>
<<set $pc_weapon = Constants.WEAPON_FLAMESAW>>\s\nFuck subtletly: you know what the audience likes and it's the FLAMESAW: a roaring, belching monstrosity of a weapon. It growls like a hellhound as its brutal metal teeth whirr amid a sheath of flame. An unaugmented human wouldn't even be able to lift it. Even for you it's unwieldy, but its sheer destructive power if you can bring it to bear is unparalleled.\n\n<<include [[Fight Start 2]]>>
<<set _weapons = [Constants.WEAPON_STAFF, Constants.WEAPON_KATANA, Constants.WEAPON_FLAMESAW]>>\n<<set _weapons.delete($pc_weapon)>>\n<<set $opponent_weapon = either(_weapons)>>\n\n\n<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\tAnother drone hands <<= $opponent_name>> <<= hisher()>> simple force staff. <<= HeShe()>> <<= verb("twirls","twirl")>> it in <<= hisher()>> hands, a silver blur that belies its strength and power.\n<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\tAnother drone hands <<= $opponent_name>> <<= hisher()>> crackling electro-katana. <<= HeShe()>> <<= verb("slashes","slash")>> it back and forth, the blade's electric light leaving complex blue-white trails in the air.\n<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\tAnother drone hands <<= $opponent_name>> a massive chainsaw flamethrower. The crowd cheers as <<= heshe()>> <<= verb("holds","hold")>> it high, growling and spitting fire.\n<<else>>(unexpected opponent weapon $opponent_weapon)\n<</if>>\n\n<<include [[Combat Setup Stats]]>>\n\n<br><br>\n\n<div class="options">[[A buzzer signals the start of the match...|Fight Start 2a]]</div>
<div class="dialogue announcer">Announcer: "FIGHT!!!"</div>\n<br>\n\n<<include [[Combat Opponent Move]]>>
<div class="dialogue announcer">Announcer: "Enjoying yourselves, cyber-fans? Well we've got something special for you this evening..."</div>\nYou and <<= $opponent_name>> back away from each other, taking the opportunity to recover your strength.\n\n<div class="options">[[The crowd hushes...|Fight Start 4]]</div>
<div class="dialogue announcer">Announcer: "This fight will be ''to the death!!!''"</div>\nThe crowd gasps. <<= $opponent_name>> catches your eye and for a moment you see an expression of pure shock.\n\n<div class="options">[[Cyborgs have died in the arena before, but only by accident...|Flashback Medbay 1]]</div>
<div class="dialogue medic">Cyberdoc: "He's gone. There was nothing I could do."</div>\n[[Carl|Flashback Medbay 1 Carl]]'s body lay stretched out on the operating table, blotchy diseased-looking flesh surrounded by a halo of blood-stained implants. [[Cyberdoc|Flashback Medbay 1 Cyberdoc]] moved away from him to run their hands through the steriliser. On a monitor, the unaugmented face of a [[company rep|Flashback Medbay 1 Company Rep]] frowned at the scene.\n\n<div class="dialogue company-rep">Company rep: //"He's survived worse than this."//</div>\n<div class="dialogue medic">Cyberdoc: "He'd been neglecting maintenance. His bio-support systems were on the brink of failure even before the injuries."</div>\nYou and most of the other gladiators were gathered on the other side of the repair bay, as close as you could get without Cyberdoc shooing you away. Your silence was ripe with shock, anger, and grief. It was the first time a gladiator had died in the arena, but you could all feel that it wouldn't be the last.\n\n<div class="options">\s\n[[You were glad that asshole was dead|Flashback Medbay 2]]\s\n[[No one deserved this|Flashback Medbay 2]]\s\n[[Perhaps Carl found a way out|Flashback Medbay 2]]\s\n</div>\s
He was the battered cyborg who'd led the violent hazing when you'd arrived. The inflamation on his skin around his implants had gotten worse since then, and the victory tracker on his chestplate hadn't gained many more notches.\n\n<<backButton>>
Before the BPA, they'd been a fervent transhumanist who'd voluntarily replaced their hands with ports for interchangeable surgical tools and interfaced a medical database with their brain. Once the BPA hit they'd found themselves owned by the hospital, and then quickly sold off when people objected to being operated on by a subhuman machine. Somehow they'd ended up here, spared from the arena itself but forced to use their skills to patch up the gladiators after every match.\n\n<<backButton>>
White and male (of course), clean shaven, conservative haircut. You could only see his head and shoulders, but those shoulders were clad in a sharp business suit. No visible augmentations, of course. You wondered if he had a BPA-safe brain-email interface implant, or if he left that kind of thing to his secretary.\n\n<<backButton>>
<div class="dialogue company-rep">Company rep: //"I want complete medical checks of all assets. We can't let this happen again."//</div>\n<div class="dialogue medic">Cyberdoc: "And the body...?"</div>\n<div class="dialogue company-rep">Company rep: //"I'll have someone collect the biohazard material and scrap."//</div>\nCyberdoc cut the feed without turning to face the camera, so the company rep didn't see the disgusted expression they shared with the rest of you. They carefully laid a sheet over Carl's body, and paused a moment in silence.\n\n<div class="dialogue medic">Cyberdoc: "I'm sorry there wasn't more I could do. I'll arrange those medical checks later, but for now, if any of you want to say a few words..."</div>\n<div class="options">\s\n[[You stayed to pay your respects|Flashback Medbay 3 Stay]]\s\n[[You left Carl's friends to mourn|Flashback Medbay 3 Go]]\s\n</div>\s
No one had words to say, but many of the gladiators stood in silence around Carl's body, mourning one of their own.\s\n<<if $opponent_relationship > 0>>\s\n\t<<= $opponent_name>> stood close to you, taking comfort from the presence of <<= hisher()>> only real friend in this place.\n\t\n\t<div class="options"><<link `"Afterwards, "+heshe()+" came to your cell."` "Flashback Medbay 4 Positive">><</link>></div>\n<<else>>\s\n\t<<= $opponent_name>> stood opposite you, occasionally glowering at you as if you had no right to be there.\n\t\n\t<div class="options"><<link `"Later on, you bumped into "+himher()+" in the common area."` "Flashback Medbay 4 Negative">><</link>></div>\n<</if>>\s
You couldn't call Carl a friend, so you left the mourning for those who could.\n\n<<if $opponent_relationship > 0>>\s\n\t<div class="options"><<link `"Later, "+$opponent_name+" came to your cell."` "Flashback Medbay 4 Positive">><</link>></div>\n<<else>>\s\n\t<div class="options"><<link `"Later on, you bumped into "+$opponent_name+" in the common area."` "Flashback Medbay 4 Negative">><</link>></div>\n<</if>>\s
<div class="dialogue opponent"><<= $opponent_name>>: "We're never getting out of here, are we?"</div>\n<<= $opponent_name>> sat next to you on your bed,\s\n<<if $opponent_build == Constants.BUILD_MUSCULAR>>\s\n\t<<= hisher()>> head in <<= hisher()>> massive scarred hands.\n<<elseif $opponent_build == Constants.BUILD_AGILE>>\s\n\t<<= hisher()>> slender body folded up on itself, hiding the scars and burn marks on <<= hisher()>> torso.\n<<elseif $opponent_build == Constants.BUILD_ROBOT>>\s\n\t<<= hisher()>> personality withdrawn, leaving <<= hisher()>> battered robotic body inert.\n<<else>>\n\tUNEXPECTED OPPONENT BUILD $opponent_build.\n<</if>>\s\n\n<div class="options">\s\n[[`"Carl gave up. That doesn't mean we have to."`|Flashback Medbay 5 Positive Carl Gave Up]]\s\n[[`"I'm here for you, whatever happens."`|Flashback Medbay 5 Positive Here For You]]\s\n[[`"Maybe we won't."`|Flashback Medbay 5 Positive Maybe We Wont]]\s\n</div>\s
<div class="dialogue opponent"><<= $opponent_name>>: "I'm not giving up, I'm just...I don't know what we can do. At least we have one another."</div>\n<<include [[Flashback Medbay 5 Positive Continue]]>>
<div class="dialogue opponent"><<= $opponent_name>>: "Thanks. I'm glad you're here...I don't know how I'd cope without you."</div>\n<<include [[Flashback Medbay 5 Positive Continue]]>>
<div class="dialogue opponent"><<= $opponent_name>>: "You're right, I suppose we need to face up to that rather than have false hope. I'm glad you're here with me, even if we never get out."</div>\n<<include [[Flashback Medbay 5 Positive Continue]]>>
<<= HeShe()>> moved closer to you, taking comfort in the presence of another sympathetic human.\n\nThat was the night that you and <<= $opponent_name>>...\n<div class="options">\s\n[[Knew that you would always have one another's backs|Flashback Medbay 6 Positive Friends]]\s\n[[Made love for the first time|Flashback Medbay 6 Positive Lovers]]\s\n</div>\s
<<set $opponent_relationship = 2>>\s\nYou don't know if you and <<= $opponent_name>> would have become friends if you'd met on the outside, but in here you were each the best friend the other had.\n\n<div class="options">[[And now one of you was going to have to kill the other...|Fight Continue 1]]</div>
<<set $opponent_relationship = 3>>\s\nYou clung to one another, drawing strength from your connection. What you did might not have looked like sex to an un-augmented human, but they could not have understood the new languages of intimacy that your technological augmentations opened up. When you were done you lay in one another's arms, the bare metal walls of your cell feeling less harsh.\n\n<div class="options">[[And now one of you was going to have to kill the other...|Fight Continue 1]]</div>
<div class="dialogue opponent"><<= $opponent_name>>: "I guess you're glad he's dead, huh?"</div>\n<<= $opponent_name>> sat down opposite you in the common area.\n\n<div class="options">\s\n[[`"Of course not. I'm not a monster."`|Flashback Medbay 5 Negative Not Monster]]\s\n[[`"He was an asshole and he got what he deserved."`|Flashback Medbay 5 Negative Carl Asshole]]\s\n[[`"Don't talk to me."`|Flashback Medbay 5 Negative Dont Talk]]\s\n</div>\s
<div class="dialogue opponent"><<= $opponent_name>>: "You always thought you were better than the rest of us, didn't you? Well none of us are getting out of here. We'll all end up on that fucking slab like Carl."</div>\n<<= HeShe()>> <<= verb("wasn't","weren't")>> really talking to you. <<= HeShe()>> was angry and needed to let that anger out, just like Carl had needed to let his frustration out when he'd beaten you up when you were first thrown in here. <<= $opponent_name>>'s anger eventually spent itself, and <<= heshe()>> got up and stalked away.\n\n<<include [[Flashback Medbay 5 Negative Continue]]>>
<<= $opponent_name>> rose from <<= hisher()>> chair and looked like <<= heshe()>> was about to punch you, but thought better of it. If the Company was cracking down on its 'assets' damaging themselves, it wouldn't look kindly on the assets damaging one another, either. Instead, <<= $opponent_name>> just flipped the flimsy metal table over and walked away.\n\n<<include [[Flashback Medbay 5 Negative Continue]]>>
<div class="dialogue opponent"><<= $opponent_name>>: "Fine. See you in the arena."</div>\n<<= $opponent_name>> stalked away, leaving you alone.\n\n<<include [[Flashback Medbay 5 Negative Continue]]>>
From then on, you knew that you and <<= $opponent_name>>...\n<div class="options">\s\n[[Would never like one another, but you were still in this together|Flashback Medbay 6 Negative Rivals]]\s\n[[Would kill one another in an instant if it increased your own chances of survival|Flashback Medbay 6 Negative Enemies]]\s\n</div>\s
<<set $opponent_relationship = -2>>\s\nYou could easily have hated <<= $opponent_name>>, if your hatred of the Company had left you room to hate anything else. As it was, you were bound together, not by any affection for one another but by a common situation and a common enemy.\n\n<div class="options">[[But now the Company was going to make one of you kill the other...|Fight Continue 1]]</div>
<<set $opponent_relationship = -3>>\s\nYou'd come to hate <<= $opponent_name>>. Not as much as you hated the Company that made your fight, but in a different way: the Company was distant and abstract, whereas <<= $opponent_name>> was right there, in your face every day. You'd climb over <<= hisher()>> dead body in an instant if it increased your chances of survival.\n\n<div class="options">[[And now that moment had arrived...|Fight Continue 1]]</div>
<div class="dialogue announcer">Announcer: "You heard it right, people--this is now a ''death match!!!'' Only one of these gladiators will leave here alive!"</div>\nThe crowd's shocked silence gives way to a bloodthirsty cheer.\n\n<<if $opponent_relationship == 3>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "<<= $pc_name>>...I don't want to do this..."</div>\n<<elseif $opponent_relationship == 2>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I'm sorry, <<= $pc_name>>."</div>\n<<elseif $opponent_relationship == -2>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "Sorry, <<= $pc_name>>. Looks like it's you or me."</div>\n<<elseif $opponent_relationship == -3>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "You're going down, asshole."</div>\n<<else>>\s\n\tERROR: opponent relationship should have been 3, 2, -2, -3, but was <<= $opponent_relationship>>.\n<</if>>\s\n<<include [[Combat Opponent Move]]>>
<<set $pc_health = Math.max(1, $pc_health)>>\n<<set $opponent_health = Math.max(1, $opponent_health)>>\n<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\tYour exhausted, battered body finally gives out and you fall to your knees, unable to rise.\n<<elseif $pc_build == Constants.BUILD_AGILE>>\n\tThe last blow throws you across the arena to collapse in a heap of twisted metal and pain.\n<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\tYour mechanical systems scream critical damage warnings into your brain. Your limbs stop responding to your instructions, and you keel over to thud heavily into the sand.\n<<else>>(unexpected pc build $pc_build)\n<</if>>\n<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t<<= $opponent_name>> stands over you, the end of <<= hisher()>> force staff poised above your neck.\n<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t<<= $opponent_name>> stands over you, electricty crackling across <<= hisher()>> katana's vicious blade.\n<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t<<= $opponent_name>> stands over you, <<= hisher()>> flamesaw growling like a hungry dragon.\n<</if>>\n\n\n<br><br>\n<div class="options"><<link `"Up in the audience, fans with '"+$pc_stage_name+"' placards watch anxiously to see your fate..."` "Flashback Final 1">><</link>></div>
<<set $pc_health = Math.max(1, $pc_health)>>\n<<set $opponent_health = Math.max(1, $opponent_health)>>\n\n<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t<<= $opponent_name>> falls to <<= hisher()>> knees, blood running down <<= hisher()>> skin and onto the arena sand.\n<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t<<= $opponent_name>> collapses into a mass of twisted machinery, electricity sparking from the stump of <<= hisher()>> severed arm.\n<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t<<= $opponent_name>> keels over and thuds into the sand, malfunctioning robot limbs twitching and sparking.\n<<else>>(unexpected opponent build $opponent_build)\n<</if>>\n\n\n<br><br>\n<div class="options"><<link `"Up in the audience, fans with '"+$pc_stage_name+"' placards watch anxiously to see what you will do..."` "Flashback Final 1">><</link>></div>
<div class="dialogue fan">Fan: "<<= $pc_stage_name>>!!! Squeeeee!"</div>\nYou didn't know how this [[fangirl|Flashback Final 1 Fangirl]] had got into the training area. Security was pretty tight on all the entrances and exits, but you supposed there must be a gap. \s\n<<if $pc_build == Constants.BUILD_MUSCULAR>>\s\n\tYou put the weights back into their setting \s\n<<elseif $pc_build == Constants.BUILD_AGILE>>\s\n\tYou got down off the treadmill \s\n<<elseif $pc_build == Constants.BUILD_ROBOT>>\s\n\tYou put down the tools you'd been using to tune up your machinery \s\n<<else>>\s\n\tUNEXPECTED BUILD $pc_build\s\n<</if>>\s\nand looked down at her. The nearest other gladiators were on the other side of the room; for the moment, at least, you were alone with her.\n\n<div class="dialogue fan">Fan: "OMG you're my third favourite gladiator! Can I get your autograph?"</div>\n<div class="options">\s\n\t[[`"Uh...I guess."`|Flashback Final 2 Yes]]\s\n\t[[`"Fuck off."`|Flashback Final 2 No]]\s\n\t[[`"How did you get in here?"`|Flashback Final 2 How]]\s\n</div>\s
Hair in blue-and-purple dreadlocks, glowing neon tattoos, an asymmetrical outfit that included every colour and material you could think of. A bold fashion statement, but possibly also something you'd wear to confuse facial and gait recognition algorithms.\n\n<<backButton>>
She thrust a notepad and pen into your hands.\n\n<div class="dialogue fan">Fan: "Wait till I tell my friends about this!"</div>\n<<include [[Flashback Final 2 Options]]>>
<div class="dialogue fan">Fan: "Aww, don't be mean! Pleeease?"</div>\nShe thrust a notepad and pen into your hands.\n\n<<include [[Flashback Final 2 Options]]>>
<div class="dialogue fan">Fan: "No door can keep me out! Now sign my pad? Pleeease?"</div>\nBeneath her bubbly demeanour there was a tension, and an impatience. You noticed her glance at the security camera in the ceiling. There was more to her than a fangirl who had gotten somewhere she shouldn't.\n\n<<include [[Flashback Final 2 Options]]>>
<div class="options">\s\n\t<<link `"You signed it '"+$pc_stage_name+"'"` "Flashback Final 3 Sign Stage Name">><</link>>\s\n\t<<link `"You signed it '"+$pc_name+"'"` "Flashback Final 3 Sign Real Name">><</link>>\s\n\t[[You 'signed' her face with your fist|Flashback Final 3 Punch]]\s\n</div>\s
The fan's eyes lit up at the sight of your stage name. <<include [[Flashback Final 3 Sign Common]]>>
The fan caught your eye, and there was a momentary look of sympathy. <<include [[Flashback Final 3 Sign Common]]>>
She pulled the pad away, at the same time skillfully pressing into your hand a single sheet of paper that she'd been holding along with it.\n\n<div class="options">[[A guard came running...|Flashback Final 4]]</div>
<div class="dialogue fan">Fan: "You fucker, I was just trying to..."</div>\nHolding her bleeding nose, she scrambled to pick up the notepad and pen. There was another scrap of paper there too, which looked like she'd been holding at the back of the notepad. She pushed this under your foot before crawling away.\n\n<div class="dialogue fan">Fan: "//There.// I hope you're fucking grateful."</div>\n<div class="options">[[A guard came running...|Flashback Final 4a]]</div>
<div class="dialogue guard">Guard: "You can't be in here, ma'am. It's too dangerous."</div>\n<div class="dialogue fan">Fan: "But I just wanted an autograph..."</div>\nShe giggled and clung to the grim-faced guard as he led her away, not giving you another glance. You were left with the scrap of paper she'd slipped to you, unseen by the guards or the cameras.\n\n<div class="options">\s\n\t[[You read it later, in the privacy of your cell|Flashback Final 5 Read]]\s\n</div>\s
<div class="dialogue guard">Guard: "You can't be in here, ma'am. It's too dangerous."</div>\n<div class="dialogue fan">Fan: "But I just wanted an autograph..."</div>\nShe let the guard lead her away, not giving you another glance. You were left with the scrap of paper she'd slipped to you, unseen by the guards or the cameras.\n\n<div class="options">\s\n\t[[You read it later, in the privacy of your cell|Flashback Final 5 Read]]\s\n</div>\s
<div class="dialogue crf-note">\s\n//HANG IN THERE\n\nThe government is about to pass a law to ban cyborg blood sports, and BPA repeal is on the horizon. Justice is winning against hate.\n\nIn the meantime, be careful. Companies like yours might try to 'use up' their cyborgs before the law comes into effect. Stick together and don't be tempted to sell one another out for special treatment.\n\nWe'll keep working on the outside to punish those who are doing this. Don't give up hope.\n\n-- Your friends at the [[CRF|Flashback Final 5 CRF]]//\n</div>\s\n\nYou showed the note to...\n<div class="options">\s\n\t[[No one|Flashback Final 6 No One]]\s\n\t<<if $opponent_relationship > 0>><<link `"Only "+$opponent_name` "Flashback Final 6 Opponent">><</link>><</if>>\s\n\t[[All the gladiators|Flashback Final 6 All]]\s\n\t[[The guards, in the hope of getting special treatment|Flashback Final 6 Guards]]\s\n</div>\s
The Cyborg Rights Front. An activist organisation--or terrorist organisation, if you believed the news stories about them blowing up non-cyber medical clinics and forcibly augmenting new recruits. Attacks attributed to them were one of the reasons anti-cyborg sentiment ran as deep as it did.\n\n<<backButton>>
You didn't know if the CRF had intended you to share the message, but you decided there was no point in giving your fellow gladiators false hope--or in giving them a chance to rat you out. You looked at the note one last time, memorising its text, and then destroyed it.\n\n<div class="options">[[That was yesterday.|Fight End 1]]</div>
You showed <<= $opponent_name>> the note the next time you were alone together, and watched in silence as <<= heshe()>> read it. When <<= heshe()>> finished, you told <<= himher()>> about the 'fan' who'd managed to get in and give it to you.\n\n<<if $opponent_relationship >= 3>>\s\n\t<<= $opponent_name>> squeezed your <<= ["muscular","synth-skin","mechanical"][$pc_build]>> hand in <<= hisher()>> <<= ["muscular","synth-skin","mechanical"][$opponent_build]>> one.\n\t\n\t<div class="dialogue opponent"><<= $opponent_name>>: "We're getting out of here. We've just got to hang on, and we're getting out of here together!"</div>\n<<else>>\s\n\t<<= $opponent_name>> clapped you on the shoulder.\n\t\n\t<div class="dialogue opponent"><<= $opponent_name>>: "We're getting out of here! Just got to hang on for a bit longer."</div>\n<</if>>\s\n<div class="options">[[That was yesterday.|Fight End 1]]</div>
<<if $opponent_relationship < 0>><<set $opponent_sold_you_out = true>><</if>>\s\nIn the dining hall you quietly showed the note to a few other gladiators, each of whom told a few more. By the end of the evening there was a noticeable change in the atmosphere, tension and new-found hope.\n\n<div class="options">[[That was yesterday.|Fight End 1]]</div>
<<set $sold_out = true>>\s\n<div class="dialogue company-rep">Company rep: "That 'fan' who got in here must have been a CRF agent. We've passed the security footage on to the police."</div>\nHe looked again at the note, sneering, and then filed it away. On the monitors around him were security cam footage of the fan who'd given it to you, annotated with facial recognition data. It shouldn't be too hard for the police to track her down.\n\n<div class="dialogue company-rep">Company rep: "You did the right thing bringing this to us. You've done well as a gladiator, and I think we can find a less dangerous role for you in the Company."</div>\n<div class="options">\s\n\t[[`"Good."`|Flashback Final 7 Guards OK]]\s\n\t<<if $opponent_relationship > 0>><<link `""I want "+$opponent_name+" out of here as well.""` "Flashback Final 7 Guards Opponent">><</link>><</if>>\s\n</div>\s
<div class="dialogue company-rep">Company rep: "Don't talk to anyone about this. You're going to be in one more match and then you're done here."</div>\n<<include [[Flashback Final 7 Guards Continue]]>>
<<set $sold_out_with_opponent = true>>\s\n<div class="dialogue company-rep">Company rep: "Fine. But don't talk to anyone else about this. You and <<= $opponent_stage_name>> will be in one more match and then you'll both be out of here."</div>\n<<include [[Flashback Final 7 Guards Continue]]>>
The guards escorted you back to the gladiators' common area.\n\n<div class="options">[[That was yesterday.|Fight End 1]]</div>
<<if $opponent_health <= 1>>\n\t<<if $opponent_sold_you_out>>\n\t\t<<include [[Fight End 1 PC Sabotaged]]>>\n\t<<else>>\n\t\t<<include [[Fight End 1 Opponent Defeated]]>>\n\t<</if>>\n<<else>>\n\t<<if $sold_out>>\n\t\t<<include [[Fight End 1 Opponent Sabotaged]]>>\n\t<<else>>\n\t\t<<include [[Fight End 1 PC Defeated]]>>\n\t<</if>>\n<</if>>
<<set $opponent_health = 0.5>>\n<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t<<= $opponent_name>> suddenly screams in pain and falls to <<= hisher()>> knees.\n<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t<<= $opponent_name>> suddenly convulses and collapses in a heap of twitching limbs.\n<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t<<= $opponent_name>> suddenly stops moving and then keels over like a toppled statue.\n<<else>>(unexpected opponent build $opponent_build)\n<</if>>\n\nFighting against the pain, you have just enough strength to pick yourself up and retrieve your weapon.\n\n<br><br>\n\nSuddenly you understand that you were never going to lose this fight. The Company promised to retire you as a gladiator, and this was their way of doing so.\n<br><br>\n\n<div class="dialogue announcer">Announcer: "What a development! <<= $opponent_stage_name>> must have taken\n more damage than it seemed!"</div>\n\n<br>\n\n\n<div class="options"><<link `"All you had to do was murder "+$opponent_name` "Fight End 1 Opponent Defeated">><</link>></div>
<div class="dialogue announcer">Announcer: "<<= $pc_stage_name>> is victorious! Now FINISH IT!"</div>\n<<if $opponent_build == Constants.BUILD_MUSCULAR>>\s\n\t$opponent_name lies at your feet, <<= hisher()>> blood soaking into the arena sand.\s\n<<elseif $opponent_build == Constants.BUILD_AGILE>>\s\n\t$opponent_name lies at your feet, clutching the stump of <<= hisher()>> severed mechanical arm.\s\n<<elseif $opponent_build == Constants.BUILD_ROBOT>>\s\n\t$opponent_name lies at your feet, <<= hisher()>> damaged body twitching and sparking.\s\n<<else>>(unexpected opponent built $opponent_build)\s\n<</if>>\s\n<<if $pc_weapon == Constants.WEAPON_STAFF>>\s\n\tYour force staff hums in your hands.\s\n<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\s\n\tYour electro-katana crackles in you hands, poised like a viper hungry to strike.\s\n<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\s\n\tYour flamethrower chainsaw growls in your hands, nearly drowning out the yelling of the crowd.\s\n<</if>>\s\n\n\n<<if $opponent_relationship > 0>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "You have to do this. Make it quick."</div>\n<<else>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "What are you waiting for?"</div>\n<</if>>\s\n<div class="options">\s\n\t<<link `"Kill "+$opponent_name` "Fight End 2 Kill">><</link>>\s\n\t[[Hesitate|Fight End 2 Hesitate]]\s\n</div>\s
<<set $pc_health = 0>>\n<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\tAn overwhelmingly painful electric shock forces you to your knees, and you find yourself paralysed.\n<<elseif $pc_build == Constants.BUILD_AGILE>>\n\tA sudden burst of electricity makes limbs go haywire and you collapse into a twitching heap.\n<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\tYour robotic body sends you an incomprehensible damage warning before your limbs lose power and you keel over like a toppled statue.\n<<else>>(unexpected pc build $pc_build)\n<</if>>\n\nAcross the arena, <<= $opponent_name>> picks <<= himher()>>self up, retrieves <<= hisher()>> <<= ["staff","katana","flamesaw"][$opponent_weapon]>>, and staggers towards to you.\n\n<br><br>\n\n<div class="dialogue announcer">Announcer: "What a development! <<= $pc_stage_name>> must have sustained more damage than it seemed! Unless it can get up, it's all over!"</div>\n\n<br>\nYou try to get up, but your limbs don't respond. <<= $opponent_name>> stands over you. <<= HisHer()>> voice is quiet, audible only to you over the noise of the crowd.\n\n<br><br>\n<div class="dialogue opponent"><<= $opponent_name>>: "You shouldn't have shared that note around. This is my reward for telling them who that 'fan' was working for."</div>\n\n<br>\n\n<div class="options">[[You can do nothing but watch...|Fight End 1 PC Defeated]]</div>
<div class="dialogue announcer">Announcer: "<<= $opponent_stage_name>> is victorious! Now FINISH IT!"</div>\n<<if $opponent_build == Constants.BUILD_MUSCULAR>>\s\n\t<<= $opponent_name>> stands over you, \s\n<<elseif $opponent_build == Constants.BUILD_AGILE>>\s\n\t<<= $opponent_name>> stands over you, \s\n<<elseif $opponent_build == Constants.BUILD_ROBOT>>\s\n\t<<= $opponent_name>> looms over you, an implacable monolith of steel, \s\n<<else>>(unexpected opponent built $opponent_build)\s\n<</if>>\s\n<<if $opponent_build == Constants.WEAPON_STAFF>>\s\n\t<<= hisher()>> force staff humming in <<= hisher()>> hands.\s\n<<elseif $opponent_build == Constants.WEAPON_KATANA>>\s\n\t<<= hisher()>> electro-flail crackling in <<= hisher()>> hand.\s\n<<elseif $opponent_build == Constants.WEAPON_FLAMESAW>>\s\n\t<<= hisher()>> flamesaw growling and billowing smoke.\s\n<</if>>\s\n\n\n<<if $opponent_relationship == 3>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I won't do it!"</div>\n\t<div class="options">\s\n\t\t[[`"You have to. Please, do it for me."`|Fight End 2 Accept]]\s\n\t\t[[`"Don't do it!"`|Fight End 2 Beg]]\s\n\t</div>\s\n<<elseif $opponent_relationship == 2>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I don't want to do this."</div>\n\t<div class="options">\s\n\t\t[[`"You have to. I'm dead anyway."`|Fight End 2 Accept]]\s\n\t\t[[`"Don't do it!"`|Fight End 2 Beg]]\s\n\t</div>\s\n<<elseif $opponent_relationship == -2>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "Sorry, <<= $pc_name>>, it's you or me."</div>\n\t<div class="options">\s\n\t\t[[`"Just get it over with."`|Fight End 2 Accept]]\s\n\t\t[[`"Don't do it!"`|Fight End 2 Beg]]\s\n\t</div>\s\n<<elseif $opponent_relationship == -3>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I'm going to enjoy this."</div>\n\t<div class="options">\s\n\t\t[[`"Get it over with then, asshole."`|Fight End 2 Accept]]\s\n\t\t[[`"Please don't do this!"`|Fight End 2 Beg]]\s\n\t</div>\s\n<<else>>\s\n\tERROR: opponent relationship should have been 3, 2, -2, -3, but was <<= $opponent_relationship>>.\n<</if>>\s
<div class="dialogue announcer">Announcer: "It looks like <<= $pc_stage_name>> is savouring the moment. Come on, <<= $pc_stage_name>>! We want to see the DEATH BLOW!!!"</div>\nThe audience press their faces against the glass, waiting to see what you will do. In the quiet, you can hear the clumping footsteps of guards moving into position at the arena entrances.\n\n<<if $opponent_relationship == 3>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "Please, <<= $pc_name>>. I want you to do this. It's the only way to save yourself."</div>\n<<elseif $opponent_relationship == 2>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "It's you or me, <<= $pc_name>>. Just make it quick."</div>\n<<elseif $opponent_relationship == -2>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "You won, <<= $pc_name>>. Get it over with."</div>\n<<elseif $opponent_relationship == -3>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "Do it, you fucking coward!"</div>\n<<else>>\s\n\tERROR: opponent relationship should have been 3, 2, -2, -3, but was <<= $opponent_relationship>>.\n<</if>>\s\n<div class="options">\s\n\t<<link `"Kill "+$opponent_name` "Fight End 2 Kill">><</link>>\s\n\t<<link `"Throw your "+["staff","katana","flamesaw"][$pc_weapon]+" aside"` "Fight End 2 Refuse">><</link>>\s\n</div>\s
<<set $opponent_health = 0>>\n<<if $opponent_relationship == 3>>\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I love you."</div>\n\t<br>\n<</if>>\n<<if $pc_weapon == Constants.WEAPON_STAFF>>\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\tYou stand astride <<= $opponent_name>> and stab the heavy end of the staff down, shattering <<= hisher()>> skull and piercing <<= hisher()>> brain. \n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\tYou stand astride <<= $opponent_name>> and stab the end of the staff down into <<= hisher()>> eye socket, shattering <<= hisher()>> electronic eye and driving it deep into <<= hisher()>> organic brain. \n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\tYou stand astride <<= $opponent_name>> and stab the end of the staff down through the weakened armour where you know <<= hisher()>> organic brain sits in its life support unit. \n\t<<else>>(unexpected opponent built $opponent_build)\n\t<</if>>\n<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\tYou slice down with the katana, cleanly severing <<= $opponent_name>>'s head. \n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\tYou slice down with the katana, cleanly severing <<= $opponent_name>>'s head and leaving <<= hisher()>> body to collapse in a spasming, sparking mess.\n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\tYou push the blade of your katana between two dislocated armour plates and drive it home, into where you know <<= $opponent_name>>'s organic brain sits in its life support unit. \n\t<<else>>(unexpected opponent built $opponent_build)\n\t<</if>>\s\n<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\tYou plunge the chainsaw into <<= $opponent_name>>'s chest and push down the flame trigger, destroying <<= hisher()>> body in an explosion of fire and gore. \n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\tYou plunge the chainsaw into <<= $opponent_name>>'s chest and push down the flame trigger, destroying <<= hisher()>> body in an explosion of fire and electric sparks. \n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\tYou plunge the chainsaw into <<= $opponent_name>>'s chest and push down the flame trigger, destroying <<= hisher()>> body in an explosion of fire and burning metal. \n\t<<else>>(unexpected opponent built $opponent_build)\n\t<</if>>\n<<else>>(unexpected pc weapon $pc_weapon)\n<</if>>\n\n<br><br>\n\nThe crowd cheers, and those holding <<= $pc_stage_name>> signs wave them and bang them on the partition. Those with <<= $opponent_stage_name>> signs are quieter, but even they are glued to the scene. No one will forget this in a hurry.\n\n<br><br>\n\n<div class="dialogue announcer">Announcer: "FATALITY!!! What a match! What an end to <<= $opponent_stage_name>>'s career!"</div>\n<br>\n\nThe announcer's voice washes over you. The arena door opens and the guards appear to escort you to the repair bay.\n\n<br><br>\n\n<<gameOverLink>>
<<if $pc_weapon == Constants.WEAPON_STAFF>>\s\n\tThe staff thuds heavily into the sand.\n<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\s\n\tThe electro-katana crackles on the sand for a moment and then goes still.\n<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\s\n\tThe flamesaw growls and sputters in the sand for a moment, and then goes still.\n<</if>>\s\n\nThe arena door opens. Beyond it are half a dozen guards, wearing heavy armour and with submachine guns trained on you.\n\n<div class="options">[[The crowd begins to shout...|Fight End 3 Post Refusal]]</div>
<<if $opponent_relationship == 3>>\s\n\tThrowing <<= hisher()>> <<= ["staff","katana","flamesaw"][$opponent_weapon]>> aside, <<= $opponent_name>> kneels next to you in the sand and embraces you.\n\t\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I love you. Whatever happens, we're together."</div>\n\t<div class="options">[[The crowd begins to shout...|Fight End 3 Post Refusal]]</div>\n<<elseif $opponent_relationship == 2>>\s\n\t<<= $opponent_name>> hurls <<= hisher()>> <<= ["staff","katana","flamesaw"][$opponent_weapon]>> across the arena, and turns to face the box where your owner looks down.\n\t\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I won't do it! You hear? I won't murder my friend."</div>\n\t<div class="options">[[The crowd begins to shout...|Fight End 3 Post Refusal]]</div>\n<<elseif $opponent_relationship == -2>>\s\n\t<<= $opponent_name>> stands with <<= hisher()>> <<= ["staff","katana","flamesaw"][$opponent_weapon]>> poised in <<= hisher()>> trembling hand. At last <<= heshe()>> hurls it across the arena and turns to face the box where your owner looks down.\n\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I'm not a killer! You hear? Do what you want to me, but I am not a killer!"</div>\n\t<div class="options">[[The crowd begins to shout...|Fight End 3 Post Refusal]]</div>\n<<elseif $opponent_relationship == -3>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I always knew you were a coward."</div>\n\n\t<<include [[Fight End 2 Opponent Kills PC Link]]>>\n<<else>>\s\n\tERROR: opponent relationship should have been 3, 2, -2, -3, but was <<= $opponent_relationship>>.\n<</if>>\s
<<if $opponent_relationship == 3>>\s\n\t<div class="dialogue opponent"><<= $opponent_name>>: "I can't! I'm sorry, <<= $pc_name>>. I can't do this."</div>\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\s\n\t\t<<= $opponent_name>>'s staff thuds heavily into the sand. \s\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\s\n\t\t<<= $opponent_name>>'s electro-katana crackles on the sand for a moment and then goes still. \s\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\s\n\t\t<<= $opponent_name>>'s flamesaw growls and sputters in the sand for a moment, and then goes still. \s\n\t<</if>>\s\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\s\n\t\t<<= HisHer()>> bruised and bloody face runs with tears.\s\n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\s\n\t\t<<= HisHer()>> robotic eyes have no tear ducts, but <<= hisher()>> synth-skin face is screwed up in remorse.\n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\s\n\t\t<<= HisHer()>> expressionless face turns away, unable to look at you.\n\t<<else>>(unexpected opponent built $opponent_build)\s\n\t<</if>>\s\n\t\n\t<div class="options">[[The crowd begins to shout...|Fight End 3 Post Refusal]]</div>\n<<elseif $opponent_relationship == 2>>\s\n\t<<= $opponent_name>> nods and looks away. Slowly, <<= heshe()>> <<= verb("raises","raise")>> <<= hisher()>> <<= ["staff","katana","flamesaw"][$opponent_weapon]>>, mustering the strength to do what needs to be done.\n\t\n\t<<include [[Fight End 2 Opponent Kills PC Link]]>>\n<<elseif $opponent_relationship == -2>>\s\n\t<<= $opponent_name>> stands over you and raises <<= hisher()>> <<= ["staff","katana","flamesaw"][$opponent_weapon]>>, positioning it to make the final blow as quick and painless as possible.\n\n\t<<include [[Fight End 2 Opponent Kills PC Link]]>>\n<<elseif $opponent_relationship == -3>>\s\n\t<<= $opponent_name>> stands over you and raises with <<= hisher()>> <<= ["staff","katana","flamesaw"][$opponent_weapon]>> poised, savouring the moment.\n\n\t<<include [[Fight End 2 Opponent Kills PC Link]]>>\n<<else>>\s\n\tERROR: opponent relationship should have been 3, 2, -2, -3, but was <<= $opponent_relationship>>.\n<</if>>\s
<<link `$opponent_name+"'s "+["staff","katana","flamesaw"][$opponent_weapon]+" comes down..."` "Fight End 3 Opponent Kills PC">><</link>>\s
<div class="dialogue announcer">Announcer: "FATALITY!!!"</div>\nA final, brief stab of pain and it's over.\n\n<<gameOverLink>>
<<if $crowd_attitude >= 5>>\s\n\t<div class="dialogue company-rep">Crowd: "Don't kill them!"</div>\n\tYour fight has captured the audience's hearts, and they don't want to see you die. The guards hesitate, waiting for direction.\n\t\n\t<<if $pc_health > 1>>\s\n\t\t<div class="options">\s\n\t\t\t[[You stand tall, basking in the crowd's approval, daring the guards to fire|Fight End 4 Spared By Crowd]]\s\n\t\t\t[[You take the opportunity to rush the guards|Fight End 4 Fight Guards]]\s\n\t\t</div>\s\n\t<<else>>\s\n\t\t<div class="options">\s\n\t\t\t[[Unable to move, you wait to see what will happen...|Fight End 4 Spared By Crowd]]\s\n\t\t</div>\s\n\t<</if>>\s\n\t\n<<else>>\s\n\t<div class="dialogue company-rep">Crowd: "Kill them!"</div>\n\tThe guards prepare to fire.\n\t\n\t<div class="options">\s\n\t\t[[You stare death in the face|Fight End 4 PC Refused Dont Fight Guards]]\s\n\t\t[[You rush them|Fight End 4 Fight Guards][$pc_health -= 10]]\s\n\t</div>\s\n<</if>>\s
<div class="dialogue announcer">Announcer: "What's this? We hear you, folks! The death match is CANCELLED! <<= $pc_stage_name>> and <<= $opponent_stage_name>> will live to fight another day!"</div>\nUp in his box, you see your owner talking to someone. A moment later the guards lower their guns and step aside, left and right, forming ranks on either side of the arena door.\n\n<<if $pc_health > 1>>\s\n\tTech-medics rush in through the other entrance and fuss around <<= $opponent_name>> as they carry <<= himher()>> to the repair bay. <<= HeShe()>>'ll be fine.\n\n\tThe crowd stamps and hits the partition, chanting both your stage names. You pose triumphantly for them and then walk out between the ranks of guards.\n<<else>>\s\n\tTech-medics rush in through the other entrance and crowd around you. They lift you up and begin carrying you in the direction of the repair bay, where Cyberdoc will patch you up.\n\t\n\tBefore you lose consciousness, <<= $opponent_name>> looks back at you, and then begins walking triumphantly between the ranks of guards.\n<</if>>\s\n\n<<gameOverLink>>
<<set $pc_health = 0>>\s\n<div class="dialogue announcer">Announcer: "What an ending to an amazing match!"</div>\nThe crowd roars, almost drowning out the sound of the guards' guns as they open fire.\n\n<<gameOverLink>>
<<if $pc_health > 10>>\n\t<<set $pc_health -= 10>>\n\t<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\t\tBullets tear into your chest, but your superhumanly resilient body has enough strength left to shrug off the damage as you close with them.\n\t<<elseif $pc_build == Constants.BUILD_AGILE>>\n\t\tBullets lacerate the air, but your cyborg limbs still have enough speed left in them to dodge them and close with the guards in an eyeblink.\n\t<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\t\tBullets tear into your metal casing, but your armour still has enough strength left to withstand their attack while you sprint for the door.\n\t<<else>>(unexpected pc build $pc_build)\n\t<</if>>\n\tThe guards scatter at the sight of your <<= ["whirling staff","crackling katana","roaring flamesaw"][$opponent_weapon]>>, and in a moment you're in the corridor outside the arena.\n\t<br><br>\n\tAlarms are sounding and armoured doors are closing, but not quickly enough to stop you. You head for...\n\t<br><br>\n\t<div class="options">\n\t\t[[Freedom|Fight End 5 Freedom]]\n\t\t[[Your owner's box|Fight End 5 Owner]]\n\t\t<<link `"The medical/repair bay, carrying "+$opponent_name` "Fight End 5 Medbay">><</link>>\n\t</div>\n<<else>>\n\t<<set $pc_health = 0>>\n\t<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\t\tBullets tear into your chest, and you fall, finally damaged enough that even your superhuman body cannot keep going. \n\t<<elseif $pc_build == Constants.BUILD_AGILE>>\n\t\tBullets lacerate the air, and your damaged body can no longer move fast enough to avoid them. You crumple into a twisted heap of pain and error messages.\n\t<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\t\tBullets tear into your metal casing, and finally penetrate the last layers of your damaged armour and pierce your brain's life support unit.\n\t<<else>>(unexpected pc build $pc_build)<</if>>\n\tAs your vision fades, you see one of the guards walk over to where <<= $opponent_name>> lies in the sand, and raise his gun for the execution.\n\t<br><br>\t\n\t<<gameOverLink>>\n<</if>>
Screaming and shell-shocked fans are crowding towards the exits. You push into and through the crowd, which scatters away from you, but not fast enough for any of the guards to get a clear shot. Before anyone can stop you, you burst through a fire escape and into the neon-lit night.\n\n<<gameOverLink>>
<<if $opponent_build == Constants.BUILD_MUSCULAR>>\s\n\tYou pick up <<= $opponent_name>>'s battered and bleeding body, \s\n<<elseif $opponent_build == Constants.BUILD_AGILE>>\s\n\tYou pick up <<= $opponent_name>>'s broken-doll body, \s\n<<elseif $opponent_build == Constants.BUILD_ROBOT>>\s\n\tYou pick up the wrecked machine that is <<= $opponent_name>>'s body, \s\n<<else>>(unexpected opponent build $opponent_build)\s\n<</if>>\s\nand lurch as quickly as you can to the repair bay. More guards come running, but when they see where you're going they just get out of your way. You've turned down your chance to escape, so there's no hurry for them to deal with you.\n\nYou lay <<= $opponent_name>> on the table, and immediately Cyberdoc shoos you away and gets to work. \s\n<<if $opponent_build == Constants.BUILD_MUSCULAR>>\s\n\tOxygen mask on <<= hisher()>> face, transfusion to replace lost blood, surgery to mend close wounds and mend broken bones.\n<<elseif $opponent_build == Constants.BUILD_AGILE>>\s\n\tOxygen mask on <<= hisher()>> face, diagnostic tools plugged into <<= hisher()>> cybernetic core, fluid supplies to help <<= hisher()>> nanotech skin self-repair.\n<<elseif $opponent_build == Constants.BUILD_ROBOT>>\s\n\tOpens <<= $opponent_name>>'s chest armour, plugs a power and fluid into <<= hisher()>> brain's life support unit, then begins disassembling <<= hisher()>> body to examine every part.\n<<else>>(unexpected opponent build $opponent_build)\s\n<</if>>\s\n\n<div class="dialogue medic">Cyberdoc: "The damage is serious but I think <<= heshe()>>'ll live. Once I'm sure <<= heshe()>><<= verb("'s","'re")>> stable I'll take a look at you."</div>\nA screen is showing the live feed of the match, and you see the kayfabe being restored. The announcer is pattering about what this might mean for your next match, talking about the incident with the mock-surprise that conveyed to the audience that this was all part of the show, folks, no need to really worry. After all that, the audience would expect to see you and <<= $opponent_name>> again, at least once more.\n\n<<gameOverLink>>
Smashing through flimsy internal doors and shouldering aside screaming fans, you make it to the box where Andreas Buhr, head of the company and your ultimate owner, has been presiding over the death match like a wannabe Roman emperor.\n\nHe has bodyguards, but they're men in suits with handguns, nothing compared to the exoskeleton-clad enforces needed to keep your kind in check. In less than a second you've disabled them and crushed their guns underfoot. Andread Buhr tries to run, but you grab him by his collar and lift him up. He's tiny and flimsy in your hands.\n\n<div class="dialogue company-rep">Andreas Buhr: "Please! I--I--we can talk about this!"</div>\nThe box commands a perfect view of the arena. Far below, <<= $opponent_name>> is <<= ["bleeding","bleeding and leaking fluid","leaking fluid"][$opponent_build]>> into the sand, unmoving. A camera drone hovers on the other side of the glass, transmitting everything that happens in the box to the arena screens.\n\n<div class="options">\s\n\t[[You hurl Andreas Buhr through the glass|Fight End 6 Owner Kill]]\s\n\t[[You put him down, demonstrating that you're the better person|Fight End 6 Owner Spare]]\s\n</div>\s
The glass as a whole is designed to withstand impacts from inside the arena, not outside. Andreas Buhr smashes through it and falls wailing to the arena floor. You look out at his twisted body lying motionless next to that of <<= $opponent_name>>, and feel a grim, empty satisfaction. Camera drones hover in the space, some looking at the dead owner's body and some at you.\n\nA noise behind you. The arena guards have caught up with you, and there's no escape. They open fire, and your body falls to the arena floor next to the others.\n\n<<gameOverLink>>
As soon as you release him, he scambles away from you and shouts for the guards.\n\nYou don't know what you'd thought would happen. That he'd have a change of heart? No one gets to be in his position without passing up thousands of opportunities to become a better person. This one might be more traumatic, but it wasn't fundamentally different.\n\nA noise behind you. The arena guards have caught up with you, and there's no escape. They open fire, and your owner looks down at you with a sneer of satisfaction as you die.\n\n<<gameOverLink>>
<<widget backButton>>\n\t<a class="back-button fa fa-arrow-left" onclick="goBack()"></a>\n<</widget>>
<<widget gameOverLink>>\n\t<div class="options">\n\t\t<<link "Game Over">>\n\t\t\t<<run Save.autosave.delete()>>\n\t\t\t<<run Engine.restart()>>\n\t\t<</link>>\n\t</div>\n<</widget>>
<<set $pc_power = CyborgStats[$pc_build].power + WeaponStats[$pc_weapon].power>>\n<<set $pc_speed = CyborgStats[$pc_build].speed + WeaponStats[$pc_weapon].speed>>\n<<set $pc_defence = CyborgStats[$pc_build].defence + WeaponStats[$pc_weapon].defence>>\n<<set $opponent_power = CyborgStats[$opponent_build].power + WeaponStats[$opponent_weapon].power>>\n<<set $opponent_speed = CyborgStats[$opponent_build].speed + WeaponStats[$opponent_weapon].speed>>\n<<set $opponent_defence = CyborgStats[$opponent_build].defence + WeaponStats[$opponent_weapon].defence>>\n\n<<set $signalled_move = -1>>
<<if $opponent_relationship > 0 || random(0,1)==0 || passage() == "Fight Start 2a">>\n\t<<set $signalled_move = random(0,2)>>\n<<else>>\n\t<<set $signalled_move = -1>>\n<</if>>\n<<if $signalled_move == Constants.ACTION_LIGHT>>\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t<<= $opponent_name>> circles, \n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t<<= $opponent_name>> dances from side to side, \n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t<<= $opponent_name>> stands like a coiled spring,\n\t<<else>>(unexpected opponent build $opponent_build)\n\t<</if>>\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\tlooking for an opening to jab the staff forward in a [[fast attack|Combat Help]].\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\tkatana poised for a [[fast attack|Combat Help]].\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tflamesaw held ready to thrust in a [[fast attack|Combat Help]].\n\t<<else>>(unexpected opponent weapon $opponent_weapon)\n\t<</if>>\n\t\n<<elseif $signalled_move == Constants.ACTION_HEAVY>>\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t<<= $opponent_name>> charges towards you like a raging bull, \n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t<<= $opponent_name>> darts towards you in a blur of speed, \n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t<<= $opponent_name>> barrels towards you like a locomotive, \n\t<<else>>(unexpected opponent build $opponent_build)\n\t<</if>>\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\tthe end of <<= hisher()>> staff thrust forward for a [[heavy attack|Combat Help]].\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\tkatana drawn back in preparation for a [[heavy attack|Combat Help]].\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tflamesaw raised over <<= hisher()>> head in preparation for a [[heavy attack|Combat Help]].\n\t<<else>>(unexpected opponent weapon $opponent_weapon)\n\t<</if>>\n\n<<elseif $signalled_move == Constants.ACTION_BLOCK>>\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t<<= $opponent_name>> buries <<= hisher()>> feet in the sand, \n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t<<= $opponent_name>> crouches, \n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t<<= $opponent_name>> closes <<= hisher()>> armoured limbs around <<= himher()>>self, \n\t<<else>>(unexpected opponent build $opponent_build)\n\t<</if>>\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\tstaff raised in front of <<= himher()>> to [[block|Combat Help]] your attack.\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\tholding <<= hisher()>> katana sideways in preparation to [[block|Combat Help]] your attack.\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tflamesaw growling low as <<= heshe()>> <<= verb("prepares","prepare")>> to [[block|Combat Help]] your attack.\n\t<<else>>(unexpected opponent weapon $opponent_weapon)\n\t<</if>>\n<<elseif $signalled_move == Constants.ACTION_SECRET>>\n\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t<<= $opponent_name>> flexes <<= hisher()>> enormous muscles, \n\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t<<= $opponent_name>> dances around the arena, \n\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t<<= $opponent_name>> faces you like an implacable statue, \n\t<<else>>(unexpected opponent build $opponent_build)\n\t<</if>>\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\t<<= hisher()>> staff a whirling circle of silver.\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\t<<= hisher()>> katana crackling with electric blue light.\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<= hisher()>> brutal weapon obscuring <<= himher()>> in a sheet of flame.\n\t<<else>>(unexpected opponent weapon $opponent_weapon)\n\t<</if>>\n\tYou can't read <<= himher()>> well enough to guess <<= hisher()>> next [[move|Combat Help]].\n<<else>>\n\tUNEXPECTED OPPONENT MOVE <<= $signalled_move>>\n<</if>>\n\n<br><br>\n\n<<include [[Combat Menu]]>>
<div class="options">\n[[Fast Attack|Combat Choose Action][$pc_combat_action = Constants.ACTION_LIGHT]]\n[[Heavy Attack|Combat Choose Action][$pc_combat_action = Constants.ACTION_HEAVY]]\n[[Block|Combat Choose Action][$pc_combat_action = Constants.ACTION_BLOCK]]\n\n</div>
<<if $signalled_move == -1>>\n\t<<set $opponent_combat_action = random(0,2)>>\n<<else>>\n\t<<set $opponent_combat_action = $signalled_move>>\n<</if>>\n\n\t/% PC LIGHT ATTACK ================================================================================ %/\n<<if $pc_combat_action == Constants.ACTION_LIGHT && $opponent_combat_action == Constants.ACTION_LIGHT>>\n\t<<damagePC $opponent_speed>>\n\t<<damageOpponent $pc_speed>>\n\n\t<<if $pc_weapon == Constants.WEAPON_STAFF>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tYour staff makes contact with <<= $opponent_name>>'s face with a meaty thud.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tYour staff makes contact, knocking <<= $opponent_name>>'s lightweight body back.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tYour staff hits <<= $opponent_name>> with a loud clang that you're sure dislodged some internal system. \n\t\t<<else>>(unexpected opponent built $opponent_build)<</if>>\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tYour katana opens a shallow cut across <<= $opponent_name>>'s muscular chest.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tYour katana pierces <<= $opponent_name>>'s nanotech skin and sends electric sparks coursing across <<= hisher()>> body.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tYour katana scores a grove across <<= $opponent_name>>'s armour and sends electricity sparking through <<= hisher()>> systems.\n\t\t<<else>>(unexpected opponent built $opponent_build)\n\t\t<</if>>\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tYour flamesaw's teeth nick <<= $opponent_name>>'s skin, and the flame attachment paints the wound with searing flame.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tYour flamesaw's teeth barely nick <<= $opponent_name>>'s agile body, but the gout of flame leaves <<= hisher()>> synthetic skin scorched and blistering.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tYour flamesaw digs into <<= $opponent_name>>'s armour, leaving a jagged scar and a smell of scorched metal.\n\t\t<<else>>(unexpected opponent built $opponent_build)<</if>>\n\t<<else>>ERROR: Unexpected pc weapon $pc_weapon\n\t<</if>>\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\t<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\t\t\tAt the same moment, <<= hisher()>> staff smashes into your face, leaving you momentarily reeling.\n\t\t<<elseif $pc_build == Constants.BUILD_AGILE>>\n\t\t\tAt the same moment, <<= hisher()>> heavy staff smashes into you, knocking your lightweight body back.\n\t\t<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\t\t\tAt the same moment, <<= hisher()>> staff clangs off your armour with enough force that you fear it dislodged some internal components.\n\t\t<<else>>(unexpected opponent built $opponent_build)<</if>>\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\t<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\t\t\tAt the same moment, a slash from <<= hisher()>> katana opens up a shallow wound in your chest.\n\t\t<<elseif $pc_build == Constants.BUILD_AGILE>>\n\t\t\tAt the same moment, <<= hisher()>> katana pierces your nanotech skin and sends electricity coursing through body.\n\t\t<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\t\t\tAt the same time, <<= hisher()>> katana scores a grove across your armour and sends electricity sparking through your systems.\n\t\t<<else>>(unexpected pc built $pc_build)\n\t\t<</if>>\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\t\t\tAt the same time, <<= hisher()>> flamesaw's teeth nick your skin, and the flame attachment paints the wound with excrutiating flame.\n\t\t<<elseif $pc_build == Constants.BUILD_AGILE>>\n\t\t\tYou dodge the brunt of <<= $opponent_name>>'s simultaneous flamesaw blow, but the gout of flame leaves your synthetic skin scorched and blistering.\n\t\t<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\t\t\tA the same time, <<= hisher()>> flamesaw digs into your armour, leaving a jagged scar and a smell of scorched metal.\n\t\t<<else>>(unexpected pc build $pc_build)<</if>>\n\t<<else>>ERROR: Unexpected opponent weapon $opponent_weapon<</if>>\n\n<<elseif $pc_combat_action == Constants.ACTION_LIGHT && $opponent_combat_action == Constants.ACTION_HEAVY>>\n\t<<damageOpponent $pc_speed>>\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\tAs <<= $opponent_name>> prepares to strike, \n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\tAs <<= $opponent_name>> begins to swing <<= hisher()>> sword, \n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tAs <<= $opponent_name>> raises the flamesaw to strike, \n\t<<else>>ERROR: Unexpected opponent weapon $opponent_weapon<</if>>\n\t\n\t<<if $pc_weapon == Constants.WEAPON_STAFF>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tyour quick staff jab makes contact with a meaty thud.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tyou knock <<= himher()>> back with a quick jab from your staff.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tyou jab <<= himher()>> with your staff, letting out a metallic clang.\n\t\t<<else>>(unexpected opponent build $opponent_build)<</if>>\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tyour katana swipe opens a shallow cut across <<= $opponent_name>>'s muscular chest.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tyour katana pierces <<= $opponent_name>>'s nanotech skin and sends electric sparks coursing across <<= hisher()>> body.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tyour katana scores a grove across <<= $opponent_name>>'s armour and sends electricity sparking through <<= hisher()>> systems.\n\t\t<<else>>(unexpected opponent built $opponent_build)\n\t\t<</if>>\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tyour flamesaw digs into <<= hisher()>> skin, and paints the wound with searing flame.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tyour flamesaw stabs into <<= hisher()>> body, forcing <<= himher()>> to dance back.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tyour flamesaw digs into <<= $opponent_name>>'s armour, leaving a jagged scar and a smell of scorched metal.\n\t\t<<else>>(unexpected opponent built $opponent_build)<</if>>\n\t<<else>>ERROR: Unexpected pc weapon $pc_weapon\n\t<</if>>\n\n<<elseif $pc_combat_action == Constants.ACTION_LIGHT && $opponent_combat_action == Constants.ACTION_BLOCK>>\n\t<<damagePC $opponent_defence>>\n\t\n\t<<if $pc_weapon == Constants.WEAPON_STAFF && $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\t<<= $opponent_name>> deflects your staff with <<= hisher()>> katana, sending electricity running up its length and into your hands.\n\t<<elseif $pc_weapon == Constants.WEAPON_STAFF && $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tYour staff slams into the teeth of <<= $opponent_name>>'s flamesaw, and you are momentarily engulfed in a gout of flame.\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA && $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\t<<= $opponent_name>> catches the blade of your katana with <<= hisher()>> staff, with an arena-shaking clang and an impact that knocks you back.\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA && $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tYour katana strikes the whirring teeth of <<= $opponent_name>>'s flamesaw, almost knocking it out of your hand and bathing your arm in fire.\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW && $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\t<<= $opponent_name>> catches your flamesaw on <<= hisher()>> indestructible staff, and the impact shakes your body while flames roar harmlessly over <<= $opponent_name>>'s head.\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW && $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\t<<= $opponent_name>> nimbly deflects your flamesaw with <<= hisher()>> katana, sending electricity arcing across into your body.\n\t<<else>>ERROR: Unexpected weapon combination <<= $pc_weapon>> <<= $opponent_weapon>>.\n\t<</if>>\n\n\t/% PC HEAVY ATTACK ================================================================================ %/\n<<elseif $pc_combat_action == Constants.ACTION_HEAVY && $opponent_combat_action == Constants.ACTION_LIGHT>>\n\t<<damagePC $opponent_speed>>\n\n\t<<if $pc_weapon == Constants.WEAPON_STAFF>>\n\t\tYou prepare to bash with your staff,\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\n\t\tYou draw back your katana to strike, \n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tYou raise your flamesaw and bring it down,\n\t<<else>>\n\t\tERROR: Unexpected PC weapon $pc_weapon\n\t<</if>>\n\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\t<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\t\t\tbut <<= $opponent_name>> interrupts you with a painful staff jab to your exposed chest.\n\t\t<<elseif $pc_build == Constants.BUILD_AGILE>>\n\t\t\tbut jab from <<= $opponent_name>>'s staff sends you staggering back.\n\t\t<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\t\t\tbut <<= $opponent_name>> quickly jabs with <<= hisher()>> staff, knocking your blow aside and shaking your internal systems.\n\t\t<<else>>(unexpected pc build $pc_build)<</if>>\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\t<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\t\t\tbut a lightning-fast slash from <<= $opponent_name>>'s katana opens a painful wound across your chest.\n\t\t<<elseif $pc_build == Constants.BUILD_AGILE>>\n\t\t\tbut a lightning-fast slash from <<= $opponent_name>>'s katana pierces your nanotech skin and sends electric sparks coursing through your body.\n\t\t<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\t\t\tbut a lightning-fast slash from <<= $opponent_name>>'s katana scores a grove across your armour and sends electricity sparking through your systems.\n\t\t<<else>>(unexpected pc build $pc_build)\n\t\t<</if>>\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<if $pc_build == Constants.BUILD_MUSCULAR>>\n\t\t\tbut a quick swing from <<= hisher()>> flamesaw nicks your skin and paints the wound with fire.\n\t\t<<elseif $pc_build == Constants.BUILD_AGILE>>\n\t\t\tbut a quick swing from <<= hisher()>> flamesaw burns your nanotech skin and forces you back.\n\t\t<<elseif $pc_build == Constants.BUILD_ROBOT>>\n\t\t\tbut a quick swing from <<= hisher()>> flamesaw leaves a jagged scar in your armour and forces you back.\n\t\t<<else>>(unexpected opponent built $pc_build)<</if>>\n\t<<else>>ERROR: Unexpected pc weapon $pc_weapon\n\t<</if>>\n\t\n<<elseif $pc_combat_action == Constants.ACTION_HEAVY && $opponent_combat_action == Constants.ACTION_HEAVY>>\n\t<<damagePC $opponent_defence>>\n\t<<damageOpponent $pc_defence>>\n\n\t<<if $pc_weapon == Constants.WEAPON_STAFF && $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\tYour staff smashes into <<= $opponent_name>>'s katana with a clang that reverberates through the arena and sends you both reeling.\n\t<<elseif $pc_weapon == Constants.WEAPON_STAFF && $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tYour staff smashes into <<= $opponent_name>>'s flamesaw, leaving you momentarily engulfed in fire and sending <<= himher()>> staggering back.\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA && $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\tYour katana smashes into <<= $opponent_name>>'s staff with a clang that reverberates through the arena and sends you both reeling.\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA && $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tYour katana strikes <<= $opponent_name>>'s flamesaw, momentarily engulfing both of you in fire and lightning.\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW && $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\tYour flamesaw smashes into <<= $opponent_name>>'s staff, leaving <<= himher()>> momentarily engulfed in fire and sending you staggering back.\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW && $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\tYour flamesaw bathes <<= $opponent_name>> in fire at the same moment that <<= hisher()>> katana slices across your chest.\n\t<<else>>ERROR: Unexpected weapon combination <<= $pc_weapon>> <<= $opponent_weapon>>.\n\t<</if>>\n\n<<elseif $pc_combat_action == Constants.ACTION_HEAVY && $opponent_combat_action == Constants.ACTION_BLOCK>>\n\t<<damageOpponent `$pc_power*2`>>\n\t<<if $pc_weapon == Constants.WEAPON_STAFF>>\n\t\tYou put all your force behind your staff, \n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\n\t\tYou slash with your katana, \n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tYou raise your flamesaw above your head and bring it down,\n\t<<else>>ERROR: Unexpected PC weapon $pc_weapon<</if>>\n\t\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF>>\n\t\tsmashing <<= hisher()>> staff out of <<= hisher()>> hand\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA>>\n\t\tknocking <<= hisher()>> frail katana aside\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tavoiding <<= hisher()>> unwieldy flamesaw\n\t<<else>>ERROR: Unexpected PC weapon $pc_weapon<</if>>\n\n\t<<if $pc_weapon == Constants.WEAPON_STAFF>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tand striking <<= hisher()>> chest with a sound of fracturing bone.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tand knocking your lightweight opponent off <<= hisher()>> feet.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tand leaving a deep dent in <<= hisher()>> metal armour.\n\t\t<<else>>(unexpected opponent build $opponent_build)<</if>>\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tand opening a deep cut across <<= $opponent_name>>'s muscular chest.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tand opening a deep wound that spews fluid and electrical sparks.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tand slicing straight through <<= hisher()>> metal armour and into the delicate systems within.\n\t\t<<else>>(unexpected opponent built $opponent_build)\n\t\t<</if>>\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tand tearing deep into <<= hisher()>> flesh.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tand tearing into the delicate connections between <<= hisher()>> cyborg limbs.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tand tearing through <<= hisher()>> metal armour and into the delicate systems within.\n\t\t<<else>>(unexpected opponent built $opponent_build)<</if>>\n\t<<else>>ERROR: Unexpected pc weapon $pc_weapon\n\t<</if>>\n\n\n\t/% PC DODGE ================================================================================ %/\n<<elseif $pc_combat_action == Constants.ACTION_BLOCK && $opponent_combat_action == Constants.ACTION_LIGHT>>\n\t<<damageOpponent $pc_defence>>\n\t<<if $opponent_weapon == Constants.WEAPON_STAFF && $pc_weapon == Constants.WEAPON_KATANA>>\n\t\tYou neatly deflect <<= $opponent_name>>'s staff with your katana, sending electricity running up its length and into <<= hisher()>> hands.\n\t<<elseif $opponent_weapon == Constants.WEAPON_STAFF && $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<= $opponent_name>>'s staff slams into the teeth of your's flamesaw, and <<= heshe()>> is momentarily engulfed flames.\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA && $pc_weapon == Constants.WEAPON_STAFF>>\n\t\tYou catch the blade of <<= $opponent_name>> katana with your staff, with an arena-shaking clang and an impact that knocks your opponent back.\n\t<<elseif $opponent_weapon == Constants.WEAPON_KATANA && $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<= $opponent_name>>'s katana strikes the whirring teeth of your flamesaw, almost knocking it out of <<= hisher()>> hand and bathing <<= hisher()>> arm in fire.\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW && $pc_weapon == Constants.WEAPON_STAFF>>\n\t\tYour catch <<= $opponent_name>> flamesaw with your indestructible staff, and the impact shakes <<= hisher()>> body while flames roar harmlessly over your head.\n\t<<elseif $opponent_weapon == Constants.WEAPON_FLAMESAW && $pc_weapon == Constants.WEAPON_KATANA>>\n\t\tYou nimbly deflect <<= $opponent_name>>'s flamesaw with your katana, sending electricity arcing across into <<= hisher()>> body.\n\t<<else>>ERROR: Unexpected weapon combination <<= $pc_weapon>> <<= $opponent_weapon>>.\n\t<</if>>\n\n\n<<elseif $pc_combat_action == Constants.ACTION_BLOCK && $opponent_combat_action == Constants.ACTION_HEAVY>>\n\t<<damagePC `$opponent_power*2`>>\n\t<<= $opponent_name>>\n\t<<if $pc_weapon == Constants.WEAPON_STAFF>>\n\t\tYou raise your staff to catch <<= $opponent_name>>'s blow\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\n\t\tYou raise your katana to deflect <<= $opponent_name>>'s blow\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\tYou raise your flamesaw to intercept <<= $opponent_name>>'s blow\n\t<<else>>ERROR: Unexpected pc weapon $pc_weapon<</if>>\n\t\n\t<<if $pc_weapon == Constants.WEAPON_STAFF>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tbut <<= $opponent_name>>'s staff knocks it aside and hits your chest with a sound of fracturing bone.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tbut <<= $opponent_name>>'s staff knocks it aside and hurls you backwards across the arena.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tbut <<= $opponent_name>>'s staff knocks it aside and leaves a deep dent in your metal armour.\n\t\t<<else>>(unexpected opponent build $opponent_build)<</if>>\n\t<<elseif $pc_weapon == Constants.WEAPON_KATANA>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tbut <<= $opponent_name>>'s katana flashes past it and opens a deep cut across your muscular chest.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tbut <<= $opponent_name>>'s katana flashes past it and opens a deep wound that spews fluid and electrical sparks.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tbut <<= $opponent_name>>'s katana flashes past it and slices straight through your metal armour and into the delicate systems within.\n\t\t<<else>>(unexpected opponent built $opponent_build)\n\t\t<</if>>\n\t<<elseif $pc_weapon == Constants.WEAPON_FLAMESAW>>\n\t\t<<if $opponent_build == Constants.BUILD_MUSCULAR>>\n\t\t\tbut <<= $opponent_name>>'s flamesaw knocks it aside and tears deep into your flesh.\n\t\t<<elseif $opponent_build == Constants.BUILD_AGILE>>\n\t\t\tbut <<= $opponent_name>>'s flamesaw knocks it aside and tears into the delicate connections between your cyborg limbs.\n\t\t<<elseif $opponent_build == Constants.BUILD_ROBOT>>\n\t\t\tbut <<= $opponent_name>>'s flamesaw knocks it aside and tears through your metal armour and into the delicate systems within.\n\t\t<<else>>(unexpected opponent built $opponent_build)<</if>>\n\t<<else>>ERROR: Unexpected pc weapon $pc_weapon\n\t<</if>>\n\n\n<<elseif $pc_combat_action == Constants.ACTION_BLOCK && $opponent_combat_action == Constants.ACTION_BLOCK>>\n\tYou and <<= $opponent_name>> circle one another warily, each ready to block the other's attack.\n\n<<else>>\n\tERROR: Unexpected move combination: PC: <<= $pc_combat_action>>, opponent: <<= $opponent_combat_action>>\n<</if>>\n\n<<if ($pc_health <= Constants.HEALTH_THRESHOLD_1 || $opponent_health <= Constants.HEALTH_THRESHOLD_1) && !visited("Flashback Medbay 1")>>\n\t<br><br>\n\t<<include [[Combat Crowd React]]>>\n\t<br><br>\n\t<<include [[Fight Start 3]]>>\n\n<<elseif $opponent_health <= 0>>\n\t<br><br>\n\t<<include [[Fight Continue 2 Opponent Defeated]]>>\n<<elseif $pc_health <= 0>>\n\t<br><br>\n\t<<include [[Fight Continue 2 PC Defeated]]>>\n<<else>>\n\t<br><br>\n\t<<include [[Combat Crowd React]]>>\n\t<br><br>\n\t/% To do: In first half of match, opponent should have some comments if one of you has more health than the other %/\n\t<<include [[Combat Opponent Move]]>>\n<</if>>
<<set $crowd_seen_move_combinations[$pc_combat_action][$opponent_combat_action]++>>\n<<if $crowd_seen_move_combinations[$pc_combat_action][$opponent_combat_action] == 1>>\n\t<<set $crowd_attitude++>>\n\t<<if $crowd_attitude <= 0>>\n\t\tThe [[audience|Combat Help Audience]] sits impatiently, waiting for the fight to get interesting.\n\t<<elseif $crowd_attitude <= 1>>\n\t\tThe [[audience|Combat Help Audience]] leans forward in their seats.\n\t<<elseif $crowd_attitude <= 2>>\n\t\tThe [[audience|Combat Help Audience]] gasps!\n\t<<elseif $crowd_attitude <= 3>>\n\t\tThe [[audience|Combat Help Audience]] cheers!\n\t<<elseif $crowd_attitude <= 4>>\n\t\tThe [[audience|Combat Help Audience]] roars and hammers on the partition!\n\t<<else>>\n\t\tThe [[audience|Combat Help Audience]] cheers wildly, their noise almost drowning out the sound of combat.\n\t<</if>>\n<<elseif $crowd_seen_move_combinations[$pc_combat_action][$opponent_combat_action] == 2>>\n\t<<if $crowd_attitude <= 0>>\n\t\tThe remaining members of the [[audience|Combat Help Audience]] talk among themselves.\n\t<<elseif $crowd_attitude <= 1>>\n\t\tA hot dog vendor circulates through the [[audience|Combat Help Audience]], seeming to capture their attention more than that last move.\n\t<<elseif $crowd_attitude <= 2>>\n\t\tSome members of the [[audience|Combat Help Audience]] look away from the fight to check their phones.\n\t<<elseif $crowd_attitude <= 3>>\n\t\tSome members of the [[audience|Combat Help Audience]] take photos of the fight, despite the clear sign telling them not to.\n\t<<elseif $crowd_attitude <= 4>>\n\t\tThe [[audience|Combat Help Audience]] bangs rhythmically on the partition.\n\t<<else>>\n\t\tThe [[audience|Combat Help Audience]] sustains its cheering, but it's not getting any louder.\n\t<</if>>\n<<else>>\n\t<<set $crowd_attitude-->>\n\t<<if $crowd_attitude <= 0>>\n\t\tYou see an increasing number of empty seats in the [[audience|Combat Help Audience]].\n\t<<elseif $crowd_attitude <= 1>>\n\t\tSome members of the [[audience|Combat Help Audience]] are getting up to leave.\n\t<<elseif $crowd_attitude <= 2>>\n\t\tThe [[audience|Combat Help Audience]] chat among themselves, barely paying attention to you and <<= $opponent_name>>.\n\t<<elseif $crowd_attitude <= 3>>\n\t\tThe [[audience|Combat Help Audience]] boos, not impressed by that last move.\n\t<<elseif $crowd_attitude <= 4>>\n\t\tThe [[audience|Combat Help Audience]] cheers half-heartedly, beginning to lose interest.\n\t<<else>>\n\t\tThe roar of the [[audience|Combat Help Audience]] becomes a little quieter.\n\t<</if>>\n<</if>>
<<widget damagePC>>\n\t<<set _damage = $args[0]>>\n\t<<set $pc_health = Math.max(0, $pc_health - _damage)>>\n<</widget>>
<<widget damageOpponent>>\n\t<<set _damage = $args[0]>>\n\t<<set $opponent_health = Math.max(0, $opponent_health - _damage)>>\n<</widget>>
''Fast attack'' deals damage based on //speed//, and interrupts heavy attack but is countered by block.\n\n''Heavy attack'' smashes through block, dealing damage based on //power×2//, but is interrupted by fast attack. If both fighters perform a heavy attack, they deal damage based on their //defence//.\n\n''Block'' counters fast attack, dealing damage based on //defence//, but is broken by heavy attack. If both fighters block, neither takes damage.\n\n<<backButton>>
The audience enjoys seeing move combinations they haven't seen before. So far you've shown them the following moves:\n<table class="move-count-table">\n\t<tr><th><<= $opponent_name>>'s move</th><th>Your move</th><th>Times performed</th></tr>\n\t<tr><td>Fast</td><td>Fast</td><td><<= $crowd_seen_move_combinations[0][0]>></td></tr>\n\t<tr><td>Fast</td><td>Heavy</td><td><<= $crowd_seen_move_combinations[1][0]>></td></tr>\n\t<tr><td>Fast</td><td>Block</td><td><<= $crowd_seen_move_combinations[2][0]>></td></tr>\n\t<tr><td>Heavy</td><td>Fast</td><td><<= $crowd_seen_move_combinations[0][1]>></td></tr>\n\t<tr><td>Heavy</td><td>Heavy</td><td><<= $crowd_seen_move_combinations[1][1]>></td></tr>\n\t<tr><td>Heavy</td><td>Block</td><td><<= $crowd_seen_move_combinations[2][1]>></td></tr>\n\t<tr><td>Block</td><td>Fast</td><td><<= $crowd_seen_move_combinations[0][2]>></td></tr>\n\t<tr><td>Block</td><td>Heavy</td><td><<= $crowd_seen_move_combinations[1][2]>></td></tr>\n\t<tr><td>Block</td><td>Block</td><td><<= $crowd_seen_move_combinations[2][2]>></td></tr>\n</table>\n\n<<backButton>>
<<include [[Init Variables]]>>\n<<set $crowd_attitude = random(0,2)>>\n<<set $opponent_relationship = 0>>\n<<set $pc_posture = either(Constants.POSTURE_SHOWY, Constants.POSTURE_DEFENSIVE, Constants.POSTURE_REBELLIOUS)>>\n<<set $pc_build = either(Constants.BUILD_MUSCULAR, Constants.BUILD_AGILE, Constants.BUILD_ROBOT)>>\n<<set $pc_gender = either(Constants.GENDER_M, Constants.GENDER_F, Constants.GENDER_NB)>>\n<<set $opponent_gender = either(Constants.GENDER_M, Constants.GENDER_F, Constants.GENDER_NB)>>\n<<set $opponent_build = either(Constants.BUILD_MUSCULAR, Constants.BUILD_AGILE, Constants.BUILD_ROBOT)>>\n<<set $opponent_posture = either(Constants.POSTURE_SHOWY, Constants.POSTURE_DEFENSIVE)>>\n<<set $pc_name = either(Constants.NAMES_BY_GENDER[$pc_gender])>>\n<<set $opponent_name = either(Constants.NAMES_BY_GENDER[$opponent_gender])>>\n<<set $pc_stage_name = either(Constants.STAGE_NAMES_BY_BUILD[$pc_build])>>\n<<set $opponent_stage_name = either(Constants.STAGE_NAMES_BY_BUILD[$opponent_build])>>
<<include [[Debug Setup For Chapter 2]]>>\n<<set $pc_origin = either(Constants.ORIGIN_OFFGRID, Constants.ORIGIN_SUBURBS, Constants.ORIGIN_WORKER, Constants.ORIGIN_MILITARY, Constants.ORIGIN_MYSTERY)>>
<<include [[Debug Setup For Chapter 3]]>>\n<<set $pc_weapon = random(0,2)>>\n<<set $opponent_weapon = random(0,2)>>\n<<include [[Combat Setup Stats]]>>
/% $args[0]: power %/\n/% $args[1]: speed %/\n/% $args[2]: defence %/\n<<widget cyborg_stats_box>>\n\t<table>\n\t\t<tr>\n\t\t\t<td>\n\t\t\t\tPOWER: \n\t\t\t</td>\n\t\t\t<td>\n\t\t\t\t<<squares $args[0]>>\n\t\t\t</td>\n\t\t</tr>\n\t\t<tr>\n\t\t\t<td>\n\t\t\t\tSPEED: \n\t\t\t</td>\n\t\t\t<td>\n\t\t\t\t<<squares $args[1]>>\n\t\t\t</td>\n\t\t</tr>\t\t\n\t\t<tr>\n\t\t\t<td>\n\t\t\t\tDEFENCE: \n\t\t\t</td>\n\t\t\t<td>\n\t\t\t\t<<squares $args[2]>>\n\t\t\t</td>\n\t\t</tr>\n\t</table>\n<</widget>>
/% $args[0]: number of squares %/\n<<widget squares>>\n\t<<for _sq = 0; _sq < $args[0]; _sq++>>\n\t\t<i class="fa fa-square"></i>\n\t<</for>>\n<</widget>>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css">\n\n\n<div id="sidebar" data-passage="Sidebar"></div>\n<div id="main">\n\t<div id="topbar" data-passage="Topbar"></div>\n\t<div id="passages"></div>\n</div>
Config.saves.autosave = true;\n\nConfig.saves.isAllowed = function () {\n\treturn !tags().includes("front-matter");\n};\n\nl10nStrings.restartTitle = "Quit";\nl10nStrings.restartPrompt = "Return to the title screen? (Your progress has been saved automatically.)"\n\nConfig.debug = false;\n\nState.prng.init();\n\n// Config.passages.nobr = true;
window.Constants = {\n\t\n\tMAX_HEALTH: 50,\n\t\n\tHEALTH_THRESHOLD_1: 25,\n\tHEALTH_MIN: 1,\n\t\n\tGENDER_NB: 0,\n\tGENDER_M: 1,\n\tGENDER_F: 2,\n\n\t/* M and F names from: https://www.behindthename.com/top/lists/united-states/2018 */\n\t/* NB names from: https://genderqueeries.tumblr.com/namesshort */\t\n\tNAMES_BY_GENDER: [\n\t\t["Ash","Cass","Kay","Max","Sasha","Toni","Sam","Theo","Zed","Blake"],\n\t\t["Liam","Caleb","Eli","Lucas","Mason","Logan","Alex","Ethan","Jacob","Jack"],\n\t\t["Emma","Ava","Mia","Harper","Liz","Mila","Ella","Avery","Aria","Scarlett"]\n\t\t\t],\n\t\n\t/* Cyborg body types */\n\tBUILD_MUSCULAR: 0,\n\tBUILD_AGILE: 1,\n\tBUILD_ROBOT: 2,\n\t\n\tSTAGE_NAMES_BY_BUILD: [\n\t\t["Slab", "Crusher", "Mutant", "Subhuman", "Destroyer"],\n\t\t["Ghost", "Ninja", "Deathbringer", "Vortex", "Zero"],\n\t\t["Steel", "Phalanx", "Aegis", "Shield", "Machine"]\n\t\t\t],\n\t\n\t/* Melee weapons */\n\tWEAPON_STAFF: 0,\n\tWEAPON_KATANA: 1,\n\tWEAPON_FLAMESAW: 2,\n\t\n\t/* Entrances */\n\tENTRANCE_SHOWY: 0,\n\tENTRANCE_POWERFUL: 1,\n\tENTRANCE_FAST: 2,\n\tENTRANCE_DEFENSIVE: 3,\n\tENTRANCE_REBELLIOUS: 4,\n\t\n\t// POSTURE_SHOWY: 1,\n\t// POSTURE_DEFENSIVE: 2,\n\t// POSTURE_REBELLIOUS: 3,\n\t\n\tORIGIN_MYSTERY: 0,\n\tORIGIN_OFFGRID: 1,\n\tORIGIN_SUBURBS: 2,\n\tORIGIN_WORKER: 3,\n\tORIGIN_MILITARY: 4,\n\t\n\tACTION_LIGHT: 0,\n\tACTION_HEAVY: 1,\n\tACTION_BLOCK: 2,\n\tACTION_SECRET: -1\n\n\t\n}\n\n\nwindow.EntranceStats = [\n\t{\n\t\tname: "showy",\n\t\tpower: 0,\n\t\tspeed: 0,\n\t\tdefence: 0\n\t},\n\t{\n\t\tname: "powerful",\n\t\tpower: 1,\n\t\tspeed: 0,\n\t\tdefence: 0\n\t},\n\t{\n\t\tname: "speedy",\n\t\tpower: 0,\n\t\tspeed: 1,\n\t\tdefence: 0\n\t},\n\t{\n\t\tname: "defensive",\n\t\tpower: 0,\n\t\tspeed: 0,\n\t\tdefence: 1\n\t},\n\t{\n\t\tname: "rebellious",\n\t\tpower: 0,\n\t\tspeed: 0,\n\t\tdefence: 0\n\t}\n]\n\n\n\nwindow.CyborgStats = [\n\t{\n\t\tname: "muscular",\n\t\tpower: 3,\n\t\tspeed: 2,\n\t\tdefence: 1\n\t},\n\t{\n\t\tname: "agile",\n\t\tpower: 1,\n\t\tspeed: 3,\n\t\tdefence: 2\n\t},\n\t{\n\t\tname: "robot",\n\t\tpower: 2,\n\t\tspeed: 1,\n\t\tdefence: 3\n\t}\n]\n\n\nwindow.WeaponStats = [\n\t{\n\t\tname: "force staff",\n\t\tpower: 1,\n\t\tspeed: 2,\n\t\tdefence: 3\n\t},\n\t{\n\t\tname: "electro-katana",\n\t\tpower: 2,\n\t\tspeed: 3,\n\t\tdefence: 1\n\t},\n\t{\n\t\tname: "chainsaw flamethrower",\n\t\tpower: 3,\n\t\tspeed: 1,\n\t\tdefence: 2\n\t}\n]\n\n
window.genderSwitch = function(mText, fText, nbText, gender) {\n\tif (gender === undefined) {\n\t\tgender = variables().opponent_gender;\n\t}\n\t\n\tif (gender == Constants.GENDER_M) { return mText; }\t\t\n\telse if (gender == Constants.GENDER_F) { return fText; }\t\t\n\telse { return nbText; }\n\t\n}\n\nwindow.HeShe = function(gender) {\n\treturn genderSwitch("He", "She", "They", gender);\n}\n\nwindow.heshe = function(gender) {\n\treturn genderSwitch("he", "she", "they", gender);\n}\n\nwindow.HimHer = function(gender) {\n\treturn genderSwitch("Him", "Her", "Them", gender);\n}\n\nwindow.himher = function(gender) {\n\treturn genderSwitch("him", "her", "them", gender);\n}\n\nwindow.HisHer = function(gender) {\n\treturn genderSwitch("His", "Her", "Their", gender);\n}\n\nwindow.hisher = function(gender) {\n\treturn genderSwitch("his", "her", "their", gender);\n}\n\nwindow.HimHerself = function(gender) {\n\treturn genderSwitch("Himself", "Herself", "Themselves", gender);\n}\n\nwindow.himherself = function(gender) {\n\treturn genderSwitch("himself", "herself", "themselves", gender);\n}\n\nwindow.verb = function(singText, plText, gender) {\n\treturn genderSwitch(singText, singText, plText, gender);\n}\n\n\n\n\n
Cyborg Arena
John Ayliff
window.goBack = function() {\n\tEngine.backward();\t\n}\n\nwindow.goForward = function() {\n\tEngine.forward();\t\n}\n\nwindow.restart = function() {\n\tUI.restart();\n}\n\n
/% Args: male text, female text, non-binary text, gender (defaults to opponent_gender) %/\n<<widget gender_switch>>\s\n\t<<if $args[3]>>\s\n\t\t<<set _gender = $args[3]>>\s\n\t<<else>>\s\n\t\t<<set _gender = $opponent_gender>>\s\n\t<</if>>\s\n\t<<if _gender == Constants.GENDER_M>><<= $args[0]>>\s\n\t<<elseif _gender == Constants.GENDER_F>><<= $args[1]>>\s\n\t<<elseif _gender == Constants.GENDER_NB>><<= $args[2]>>\s\n\t<<else>><<= $args[2]>> (Unexpected gender <<= _gender>>)\s\n\t<</if>>\s\n<</widget>>\s
<<widget HeShe>>\s\n\t<<gender_switch "He" "She" "They" $args[3]>>\s\n<</widget>>\s\n\n<<widget heshe>>\s\n\t<<gender_switch "he" "she" "they" $args[3]>>\s\n<</widget>>\s\n\n<<widget HimHer>>\s\n\t<<gender_switch "Him" "Her" "Them" $args[3]>>\s\n<</widget>>\s\n\n<<widget himher>>\s\n\t<<gender_switch "him" "her" "them" $args[3]>>\s\n<</widget>>\s\n\n<<widget HisHer>>\s\n\t<<gender_switch "His" "Her" "Their" $args[3]>>\s\n<</widget>>\s\n\n<<widget hisher>>\s\n\t<<gender_switch "his" "her" "their" $args[3]>>\s\n<</widget>>\s\n\n<<widget HimHerself>>\s\n\t<<gender_switch "Himself" "Herself" "Themselves" $args[3]>>\s\n<</widget>>\s\n\n<<widget himherself>>\s\n\t<<gender_switch "himself" "herself" "themselves" $args[3]>>\s\n<</widget>>\s
<<widget verb>>\s\n\t<<gender_switch $args[0] $args[0] $args[1] $args[2]>>\s\n<</widget>>\s
<div class="sidebar-section">\n\t<<if State.length > 1>>\n\t\t<a class="fa fa-arrow-left" onclick="goBack()"></a>\n\t<</if>>\n\n\t<<if State.size != State.length && !tags().includes("front-matter")>>\n\t\t<a class="fa fa-arrow-right" onclick="goForward()"></a>\n\t<</if>>\n</div>\n\n<div class="sidebar-section">\n\t<<if !tags().includes("front-matter")>>\n\t\t<a class="fa fa-close" onclick="restart()"></a>\n\t<</if>>\n</div>
<div class="center">\n\n\t@@.title;CYBORG ARENA@@\n\n\t<br>\n\n\tby John Ayliff ([[full credits|Credits]])\n\n\t<br><br>\n\n\t\n\t<<if Save.autosave.has()>>\n\t\t<<linkreplace "Start" t8n>>\n\t\t\tThis will overwrite the saved game [[Confirm|Enter Arena]]\n\t\t<</linkreplace>>\n\t\t<br><br>\n\t\t<<link "Continue">>\n\t\t\t<<script>>\n\t\t\t\tSave.autosave.load();\n\t\t\t<</script>>\n\t\t<</link>>\n\t<<else>>\n\t\t[[Start|Enter Arena]]\n\t\t<br><br>\n\t\t@@.disabled-button;Continue@@\n\t<</if>>\n\n\t<br><br>\n\t\n\t<<linkreplace "Show content warnings">>\n\t\tViolence, suicide references, swearing, non-explicit sex scene\n\t<</linkreplace>>\n\n</div>
<h1>Written by</h1>\s\n<a href="https://www.johnayliff.com" target="_blank">John Ayliff</a>\n\n<h1>Playtesting</h1>\s\nV Dobranov\nTravis Moy\nAgnieszka Trzaska\n\n<h1>$5+ <a href="https://www.patreon.com/johnayliff" target="_blank">Patreon</a> backers</h1>\s\n<div style="columns: 10em 3">\s\nAetrun \nScott Anderson\nJay Ayliff\nBlueJay \nboxtrain\nPatrick M Brennan\nChristopher J Bridgham\nRachel Cobb\nDerek Conkle-Gutierrez\nMike Cripps\nLiza Daly\nStephen Dewhurst\nDraconic Fiend\nEdward Dunar\ndystopian_settings\nZachary Gargalakos\nMcKinley Glasser\nZach Hauser\nMatthew Holland\nirradiance\nMarcus Jager\nDavid Johnston\nV.K.\nHolger Krause\nKrina \nKurtis \nMichael Lang\nMichael Lewis\nPablo Longobardi\nWalter Luers\nAndrew J. Martin\nPangolinasaur\nGraham Peebles\nMickey Phoenix\nG.P. Prior\nAndrea Rabufetti\nRohit Rai\nJörg Reisig\nBenjamin Richardson\nJerimee Richir\nAndrew Roach\nÁrmin Scipiades\nJanelle Shane\nShopping Mall Krampus\nSoftShoe\nJames St. Don\nstarmannnn \nStealth \nKay-Viktor Stegemann\nBruce Steinberg\nStellarator \nsteven\nSeamus Sweeney\nTMN \nTrilobyte Loaf\nVictor \nRhys Wolfenden\nJ.A. Woodbridge\n</div>\s\n\nWritten in <a href="https://twinery.org/" target="_blank">Twine</a> using the <a href="https://www.motoslave.net/tweego/">Tweego</a> compiler and the <a href="https://www.motoslave.net/sugarcube/2/" target="_blank">Sugarcube</a> story format.\n\nVersion 1.0\n\n<<backButton>>
@import url('https://fonts.googleapis.com/css2?family=Tourney:wght@900&display=swap');\n\n/* Overall style */\nbody {\n\tbackground-color: #111;\n\tfont-family: 'Verdana', sans-serif;\n\tcolor: #eee;\n}\n\n/* Title screen */\n.title {\n\tfont-size: 300%;\n\tfont-weight: bold;\n\tfont-family: 'Tourney', sans-serif;\n\tletter-spacing: 0.1em;\n\tcolor: #ffffff;\n\ttext-shadow: 7px 0px 15px #ff00ff, -7px 0px 15px #ff0000;\n}\n\n\n\n\n\n.disabled-button {\n\tcolor: #666666\n}\n\n\n#main {\n\tposition: absolute;\n\ttop: 0%;\n\tleft: 50%;\n\ttransform: translate(-50%, 0%);\n\tbox-sizing: border-box;\n\twidth: 40em;\n\tmax-width: 100%;\n\tpadding: 1em 1em 2em;\t/* Top, sides, bottom */\n\t\n\tdisplay: flex;\n\tflex-direction: column;\n}\n\n/* Game passages */\n#passages {\n\tflex-grow: 1;\n\tflex-shrink: 0;\n}\n\n\na {\n\tcolor: #6666FF;\n}\n\na:hover {\n\tcolor: #9999FF;\n}\n\n/* Top bar (health bars etc.) */\n#topbar {\n\tflex-grow: 0;\n\tflex-shrink: 0;\n\tpadding-bottom: 1em;\n\ttransition: opacity 0.5s;\n}\n\n.health-and-stats-container {\n\tdisplay: flex;\n\tmargin-bottom: 0.5em;\n}\n\n\n.health-and-stat-box {\n\tflex-grow: 1;\n\twidth: 100%\n}\n\n.healthbar {\n\tborder: 2px solid #ccc;\n\theight: 1em;\n\twidth: 100%;\n}\n\n.healthbar-pc {\n\tbackground: linear-gradient(to right, #1c1, #cc1, #c11);\n}\n\n.healthbar-opponent {\n\tbackground: linear-gradient(to left, #1c1, #cc1, #c11);\n}\n\n\n.healthbar-inner {\n\tbackground: #ccc;\n\theight: 100%;\n}\n\n.healthbar-mask {\n\tbackground: #111;\n\theight: 100%;\n}\n\n.statbox {\n\twidth: 100%;\n\tfont-size: 75%;\n}\n\n.healthbar-vs {\n\twidth: 5em;\n\tflex-grow: 1;\n\ttext-align: center;\n}\n\n.statbar-name-box {\n\tfont-size: 100%;\n\tmargin: 0.25em 0em;\n\tfont-family: 'Tourney', sans-serif;\n}\n\n\n/* Character dialogue */\n.dialogue {\n\tborder: 2px solid #fff;\n\t/*border-radius: 0.5em;*/\n\tpadding: 0.1em 0.5em;\n\tcolor: #fff;\n}\n\n/* Specific characters */\n.announcer {\n\tbackground-color: #311;\n\tbox-shadow: 0px 0px 10px #f11 inset;\n\tborder-color: #f11;\n}\n.opponent {\n\tbackground-color: #301;\n\tbox-shadow: 0px 0px 10px #903 inset;\n\tborder-color: #903;\n}\n.carl {\n\tbackground-color: #310;\n\tbox-shadow: 0px 0px 10px #930 inset;\n\tborder-color: #930;\n}\n.jane {\n\tbackground-color: #030;\n\tbox-shadow: 0px 0px 10px #161 inset;\n\tborder-color: #161;\n}\n.guard {\n\tbackground-color: #000;\n\tbox-shadow: 0px 0px 10px #333 inset;\n\tborder-color: #333;\n}\n.medic {\n\tbackground-color: #333;\n\tbox-shadow: 0px 0px 10px #fff inset;\n\tborder-color: #fff;\n\tcolor: #fff;\n}\n.company-rep {\n\tbackground-color: #330;\n\tbox-shadow: 0px 0px 10px #ff1 inset;\n\tborder-color: #ff1;\n}\n.fan {\n\tbackground-color: #991166;\n\tbox-shadow: 0px 0px 10px #ff66cc inset;\n\tborder-color: #ff66cc;\n}\n.crf-note {\n\tcolor: #ccc;\n\tbackground-color: #222;\n\tbox-shadow: 0px 0px 10px #ccc inset;\n\tborder-color: #ccc;\n}\n\n/* .options { */\n\t/* background-color: #333; */\n\t/* border-color: #999; */\n\t/* border-radius: 0.5em; */\n\t/* padding: 0.1em 0.5em; */\n/* } */\n\n.options a {\n\tdisplay: block;\n\tborder: 2px solid #333;\n\tpadding: 0.1em 0.5em;\n\tmargin-bottom: 0.5em;\n\tbackground: #222;\n\tbox-shadow: 0px 0px 10px #666 inset;\n}\n\n.options a:hover {\n\tcolor: #fff;\n\tborder-color: #99f;\n\tbackground: #339;\n\tbox-shadow: 0px 0px 10px #99f inset;\n\ttext-decoration: none;\n}\n\n\n/* The only buttons are the ones in the quit confirm dialog */\nbutton {\n\tborder: 2px solid #333;\n\tbackground: #222;\n\tbox-shadow: 0px 0px 10px #666 inset;\n}\n\nbutton:hover {\n\tcolor: #fff;\n\tborder-color: #99f;\n\tbackground: #339;\n\tbox-shadow: 0px 0px 10px #99f inset;\n}\n\n\n\n/* Flashback styles */\n.flashback {\n\tcolor: #ccc;\n}\n\n/* .flashback a { */\n\t/* color: #aa66aa; */\n/* } */\n\n/* .flashback a:hover { */\n\t/* color: #ff99FF; */\n/* } */\n\n\n/* .flashback .healthbar { */\n\t/* border-color: #333; */\n/* } */\n\n/* .flashback .healthbar-inner { */\n\t/* background: #333; */\n/* } */\n\n.flashback #topbar {\n\topacity: 0.15;\n}\n\n\n\n\n\n\n\n\n\n\n/* Sidebar */\n#sidebar {\n\tposition: fixed;\n\ttop: 0;\n\tleft: 0;\n}\n\n#sidebar a {\n\tcolor: #666666;\n\tbox-sizing: initial;\n\tborder: initial;\n\tmargin: 0.5em;\n\tfont-size: 2em;\n}\n\n#sidebar a:hover {\n\tcolor: #FFFFFF;\n\ttext-decoration: none;\n}\n\ndiv.sidebar-section {\n\tdisplay: block;\n}\n\n\na.back-button {\n\tcolor: #666666;\n\tfont-size: 2em;\n}\n\na.back-button:hover {\n\tcolor: #FFFFFF;\n\ttext-decoration: none;\n}\n\n\n\n\n\n\n\n.front-matter #passages {\n\tbackground-color: transparent;\n\tborder: 0px;\n\tbox-shadow: none;\n\tcolor: #FFFFFF;\n\tmargin: 3em 0em 0em;\t/* Top, sides, bottom */\n}\n\nh1 {\n\tfont-size: 125%;\n\tfont-weight: bold;\n\tfont-family: 'Tourney', sans-serif;\n\tletter-spacing: 0.1em;\n\tcolor: #ffffff;\n\t/*text-shadow: 7px 0px 15px #ff00ff, -7px 0px 15px #ff0000;*/\n\tmargin: 0em;\n}\n\n\n.center {\n\ttext-align: center;\n}\n\n\n\n/* Small screen/mobile formatting */\n@media screen and (max-width: 44em) {\n\t#sidebar {\n\t\ttop: 0;\n\t\tleft: 0;\n\t\twidth: 100%;\n\t\theight: 2em;\n\t}\n\t\n\t#sidebar a {\n\t\tfont-size: 1.5em;\n\t\tmargin: 0em 0.5em;\n\t}\n\t\n\t#sidebar {\n\t\t\t/* Fade from black to transparent */\n\t\tbackground-color: #000000;\t/* For browsers that don't support gradients */\n\t\tbackground: -webkit-linear-gradient(rgba(1,0,0,1) 66%,rgba(0,0,0,0)); /*Safari 5.1-6*/\n\t\tbackground: -o-linear-gradient(rgba(0,0,0,1) 66%,rgba(0,0,0,0)); /*Opera 11.1-12*/\n\t\tbackground: -moz-linear-gradient(rgba(0,0,0,1) 66%,rgba(0,0,0,0)); /*Fx 3.6-15*/\n\t\tbackground: linear-gradient(rgba(0,0,0,1) 66%, rgba(0,0,0,0)); /*Standard*/\n\t}\n\n\tdiv.sidebar-section {\n\t\tdisplay: inline;\n\t}\n\t\n\t#main {\n\t\tmargin-top: 1em;\n\t}\n\n\n}\n\n\n.title-screen-version-number {\n\ttext-align:center;\n\tposition: fixed;\n\tbottom: 5px;\n\tright: 5px;\n\tfont-size: 60%;\n\topacity: 0.15;\n}\n\n\n.move-count-table td {\n\tborder: 1px solid #999;\n}\n\n.move-count-table th{\n\tborder: 1px solid #999;\n\tpadding: 0em 0.5em;\n}\n\n\n.debug-button {\n\tfont-size: 0.5em;\n\tfont-family: monospace;\n\t\n}\n\n
<<if !tags().includes("front-matter")>>\n\t<div class="health-and-stats-container">\n\t\t\n\t\t<div class="health-and-stat-box">\n\t\t\t<div class="healthbar healthbar-pc" id="pc-healthbar">\n\t\t\t\t<<set _width = 100-($last_pc_health*100/Constants.MAX_HEALTH)>>\n\t\t\t\t<<set _style = "width: " + _width + "%; float:left">>\n\t\t\t\t<div id="pc_healthbar-inner" class="healthbar-mask" @style="_style"></div>\n\t\t\t</div>\n\t\t\t\n\t\t\t<div class="statbar-name-box"><<if $pc_stage_name != "">>"<<= $pc_stage_name>>"<</if>><br></div>\n\n\t\t\t<div class="statbox" id="pc-statbox">\n\t\t\t\t<<cyborg_stats_box $pc_power $pc_speed $pc_defence>>\n\t\t\t</div>\n\t\t</div>\n\t\t\n\t\t<div class="healthbar-vs">\n\t\t\tvs\n\t\t</div>\n\n\t\t<div class="health-and-stat-box">\n\t\t\t<div class="healthbar healthbar-opponent" id="opponent-healthbar">\n\t\t\t\t<<set _width = 100-($last_opponent_health*100/Constants.MAX_HEALTH)>>\n\t\t\t\t<<set _style = "width: " + _width + "%; float:right">>\n\t\t\t\t<div id="opponent_healthbar-inner" class="healthbar-mask" @style="_style"></div>\n\t\t\t</div>\n\n\t\t\t<div class="statbar-name-box"><<if $opponent_stage_name != "">>"<<= $opponent_stage_name>>"<</if>><br></div>\n\n\t\t\t<div class="statbox" id="opponent-statbox">\n\t\t\t\t<<cyborg_stats_box $opponent_power $opponent_speed $opponent_defence>>\n\t\t\t</div>\n\t\t</div>\n\t</div>\n\t\n\t<div class="statbox">\n\t\tCrowd excitement: <<squares $crowd_attitude>>\n\t</div>\n\t\n\t\n\t<<if $pc_health != $last_pc_health>>\n\t\t<<set _width = 100-($pc_health*100/Constants.MAX_HEALTH)>>\n\t\t<<run $("#pc_healthbar-inner").animate({width: _width +"%"}, "slow")>>\n\t\t<<set $last_pc_health = $pc_health>>\n\t<</if>>\n\n\t<<if $opponent_health != $last_opponent_health>>\n\t\t<<set _width = 100-($opponent_health*100/Constants.MAX_HEALTH)>>\n\t\t<<run $("#opponent_healthbar-inner").animate({width: _width +"%"}, "slow")>>\n\t\t<<set $last_opponent_health = $opponent_health>>\n\t<</if>>\n\n<</if>>
<<widget refreshTopBar>>\n\t<<run setPageElement("topbar", "Topbar")>>\n<</widget>>