<<set $optionmap to new Map()>>
<<set $greentext to []>>
<<set $paraAppendMode to false>>
<<set $motorics to ["composure", "hand/eye coordination", "interfacing", "reaction speed", "savoir faire", "perception", "perception (smell)", "perception (sight)", "perception (taste)", "perception (touch)", "perception (hearing)"]>>
<<set $intellect to ["conceptualization", "drama", "encyclopedia", "logic", "rhetoric", "visual calculus"]>>
<<set $fysique to ["electrochemistry", "endurance", "half light", "pain threshold", "physical instrument", "shivers"]>>
<<set $psyche to ["authority", "empathy", "esprit de corps", "inland empire", "suggestion", "volition"]>>
/*Basic Bitch Harry*/
<<set $copotype to "BasicBitchCop">>
<<set $INT to 3>>
<<set $PSY to 3>>
<<set $FYS to 3>>
<<set $MOT to 3>>
/*Clues*/
<<set $gotPrybar to 0>>
<<set $knowAshtray to 0>>
<<set $knowAutopsy to 0>>
<<set $knowCuno to 0>>
<<set $knowJizz to 0>>
<<set $knowKimsPrybar to 0>>
<<set $knowKimjury to 0>>
<<set $knowKimsCorpseClue to 0>>
<<set $knowKimBite to 0>>
<<set $knowKimsBrand to 0>>
<<set $knowKiller to 0>>
<<set $knowPoisoner to 0>>
<<set $knowSofaJizz to 0>>
<<set $GarteKnowsDead to 0>>
<<set $SpokeToGarte to 0>>
/*Autopsy*/
<<set $autVKnockoffs to 0>>
<<set $autVSkin to 0>>
<<set $autVNoSkin to 0>>
<<set $autVJizz to 0>>
<<set $autVDrugs to 0>>
<<set $autVSkipInternal to 0>>
<<set $autVPetechia to 0>>
<<set $autVBite to 0>>
<<set $knowKimBite to 0>>
<<set $autVJaundice to 0>>
<<set $autVClotting to 0>>
<<set $autVSlowBar to 0>>
<<set $autVWeakBar to 0>>
<<set $autVShortBar to 0>>
/*Visited Locations*/
<<set $Day to 1>>
<<set $visCrimeScene to 0>>
<<set $visMainRoom to 0>>
<<set $visStreet to 0>>
<<set $seenAlley to 0>>
/*Reputation*/
<<set $Kimfluence to 0>>
<<set $StationRep to 0>>
/*Thoughts*/
<<set $thoughtKimsAss to 0>>
<<set $thoughtCunoDoesntCare to 0>>
/*Misc*/
<<set $cumsicle to 0>>
<<set $seenMedCab to 0>><<set $paragraphs to []>>
<<if $lastoption>>
@@.speaker.pastchoice;You@@ @@.pastchoice;- $lastoption@@
<</if>><<DisplayParagraphs>>\<ol id="OptionList">
<<for _optiontext, _optionpassage range $optionmap>>
<<capture _optionpassage, _optiontext>>
<li>
<<link _optiontext _optionpassage>><<set $lastoption to _optiontext>><</link>>
</li>
<</capture>>
<</for>>
</ol>
<<set $optionmap to new Map()>><<nobr>>
<<widget "SkillSuccess">>
<div id="SuccessImg" class="CheckOverlay"></div>
<div id="CheckSuccess" class="CheckText">CHECK SUCCESS</div>
<<SetSpeaker "">>
<<AddParagraph "//Green flashes at the edges of your vision - a success.//">>
<</widget>>
<</nobr>><<nobr>>
<<widget "SkillFailure">>
<div id="FailureImg" class="CheckOverlay"></div>
<div id="CheckFailure" class="CheckText">CHECK FAILURE</div>
<<SetSpeaker "">>
<<AddParagraph "//Red flashes at the edges of your vision - a failure.//">>
<</widget>>
<</nobr>><<nobr>>
<<widget "PassiveSkill">>
<<set _skillname to ($args[0].toLowerCase())>>
<<set _skillresult to "">>
<<if $args[1]>>
<<set _skillresult to ("[" + $args[1] + ": " + $args[2] + "]")>>
<</if>>
<<if $motorics.includes(_skillname)>>
<<set $currentspeaker to ("@@.motorics.speaker;" +
_skillname +
"@@")>>
<<elseif $intellect.includes(_skillname)>>
<<set $currentspeaker to ("@@.intellect.speaker;" +
_skillname +
"@@")>>
<<elseif $fysique.includes(_skillname)>>
<<set $currentspeaker to ("@@.fysique.speaker;" +
_skillname +
"@@")>>
<<elseif $psyche.includes(_skillname)>>
<<set $currentspeaker to ("@@.psyche.speaker;" +
_skillname +
"@@")>>
<</if>>
<<if _skillresult>>
<<set $currentspeaker += _skillresult>>
<</if>>
<<set $currentspeaker += " - ">>
<</widget>>
<</nobr>><<nobr>>
<<widget "speaker">>
@@.speaker;
$args[0] -
@@
<</widget>>
<</nobr>>\<<widget "AddOption">>\<<run $optionmap.set($args[0], $args[1])>>\<</widget>>\<<widget "DisplayParagraphs">><<set _paragraph to $paragraphs[0]>>\
<<run $paragraphs.deleteAt(0)>>\
<span class="paragraph"><<print _paragraph>></span>
<<if $paragraphs.length > 0>>
<<linkreplace "@@#ContinueBtn;CONTINUE ➤@@" t8n>><<DisplayParagraphs>><</linkreplace>>\
<<else>>\
<<include DisplayOptions>>
<</if>>
<<timed 0.5s>><<script>>
var paragraphs = document.getElementsByClassName('paragraph');
if (paragraphs.length > 1) {
paragraphs[paragraphs.length-2].classList.add("dim");
}
<</script>><</timed>>\
<</widget>><<widget "SetSpeaker">><<set $currentspeaker to ("@@.speaker;" + $args[0] + "@@ - ")>><</widget>><<widget "BlankSpeaker">><<set $currentspeaker to "">><</widget>><<nobr>>
<<widget "AddParagraph">>
<<set _para to "">>
<<if $paraAppendMode is true>>
<<for _text range $greentext>>
<<set _para to (_para + _text + "<br /><br />")>>
<</for>>
<<set $greentext to []>>
<<set $paraAppendMode to false>>
<</if>>
<<set _para to (_para + $currentspeaker + $args[0])>>
<<run $paragraphs.push(_para)>>
<</widget>>
<</nobr>>Story by The Kirkwall Gazette Collective
Twine framework by Pikalex88Be Gay; Solve Crimes
A Disco Elysium Fanwork[["@ampepers on Twitter"|https://twitter.com/ampepers]]
[["Repo with the source code"|https://github.com/apepers/DiscoElysiumTwineMacros/]]<<nobr>>
<<widget "TaskComplete">>
<<run $greentext.push("@@.green;Task complete: " + $args[0] + "@@")>>
<<if $args[1]>>
<<run $greentext.push("@@.green;Gained experience: +" + $args[1] + "@@")>>
<</if>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "SecretTaskComplete">>
<<run $greentext.push("@@.green;Secret task complete: " + $args[0] + "@@")>>
<<if $args[1]>>
<<run $greentext.push("@@.green;+" + $args[1] + " XP: gained experience@@")>>
<</if>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "NewTask">>
<<run $greentext.push("@@.green;New task: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "KimfluenceGained">>
<<run $greentext.push("@@.green;+" + $args[0] + " influence gained with Kim@@")>>
<<set $Kimfluence += $args[0]>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "KimfluenceLost">>
<<run $greentext.push("@@.green;-" + $args[0] + " influence lost with Kim@@")>>
<<set $Kimfluence -= $args[0]>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "KimfluenceCheck">>
<<run $greentext.push("@@.green;Your Kimfluence is set to: " + $Kimfluence + "@@")>>
<<if $Kimfluence > 0>>
<<run $greentext.push("@@.green;Kim likes you.@@")>>
<<elseif $Kimfluence < 0>>
<<run $greentext.push("@@.green;Lt Kitsuragi is not pleased with you.@@")>>
<<else>>
<<run $greentext.push("@@.green;The lieutenant is neutral toward you.@@")>>
<</if>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "ItemGained">>
<<run $greentext.push("@@.green;Item gained: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "ItemLost">>
<<run $greentext.push("@@.green;Item lost: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "ThoughtGained">>
<<run $greentext.push("@@.green;Thought gained: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "ThoughtComplete">>
<<run $greentext.push("@@.green;Thought complete: " + $args[0] + "@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<<widget "LevelUp">>
<<run $greentext.push("@@.green;Level up!@@")>>
<<set $paraAppendMode to true>>
<</widget>>
<</nobr>><<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Ah. We meet again. Just you, and me, floating in the deep, deep dark. Who are you?">>
<<AddOption "I'm Harry Du Bois. We...worked this out last time." ImHDB>>[[|ImHDB]]
<<AddOption "Lieutenant Double-Yefreitor Harrier Du Bois, of District 41, Revachol Citizen's Militia" ImDoubleY>>[[|ImDoubleY]]
<<AddOption "I'm the DISCO KING!" ImDiscoKing>>[[|ImDiscoKing]]
<<AddOption "I'm the GOD DAMN DEVELOPER!" DevModes>>[[|DevModes]]
<<AddOption "Oh, oh *god*, not this again. Not more lost memories. Please, please no..." ImNotDoingThisAgain>>[[|ImNotDoingThisAgain]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Only the very best and the very worst come here... Tell me, Harry, which one are you?">>
<<AddOption "We'll be GODLIKE!" SuperCop>>[[|SuperCop]]
<<AddOption "I'm the Saddest Cop in Saint-Saëns!" SaddestCop>>[[|SaddestCop]]<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "There's nothing you can't do, in this world... Except fail. But, why would you want to fail?">>
<<set $copotype to "SuperCop">>
<<set $INT to 15>>
<<set $PSY to 15>>
<<set $FYS to 15>>
<<set $MOT to 15>>
<<AddOption "Yeah! Who wants to fail! It's not like I have any failure conditions to test!" SoItBegins>>[[|SoItBegins]]
<<AddOption "Oh, shit, no. I have failure conditions to test." _back>><<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "You never do anything right, Harry. And that's not going to change now.">>
<<set $copotype to "SaddestCop">>
<<set $INT to -10>>
<<set $PSY to -10>>
<<set $FYS to -10>>
<<set $MOT to -10>>
<<AddOption "Perfect. I need to go out and fail some rolls." SoItBegins>>[[|SoItBegins]]
<<AddOption "Oh, shit, no. I have success conditions to test." _back>><<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Good, good. You have a name! But what kind of a man are you, Harry Du Bois?">>
<<AddOption "I'm... I'm a cop." ImACop>>[[|ImACop]]
<<AddOption "I'm the DISCO KING! Put me up, put me down, put my feet back on the ground, baby!" ImDiscoKing>>[[|ImDiscoKing]]
<<AddOption "I don't know. I thought I was a detective, but now I'm concerned." ImConcerned>>[[|ImConcerned]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN (sarcastic)">>
<<AddParagraph "Well *done*. You remember that much. You're a cop. But that's *what* you are, not who.">>
<<AddOption "I'm a pretty basic guy, I think. Balanced, you know?" BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "Well... I used to be a gym teacher! I'm still active, good with my body. Look at these guns!" GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "I'm brainy! Smart, really smart. I think outside the box a lot. Wouldn't say I'm so good with the physical stuff, though." HotNerdCop>> [[|HotNerdCop]]
<<AddOption "Who am I? I'm an artist. I see the beauty in the world, in the shadows and cracks of the universe. Heard 'you've got your head in the clouds again!' an awful lot." ArtCop>>[[|ArtCop]]
<<AddOption "I like to think of myself as a child of the universe, really. The City's my home and all that. In tune. You know." ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "Well... I like...technology? Radiocomputers, interisolary networks, all that. I'd love to take one apart, tell you the truth." RadioBoyCop>>[[|RadioBoyCop]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "This isn't a trick question, you know. You *are* a detective, but what kind of detective are you? Please, tell me I don't have to simplify this more for you. Unless, you know, you'd like to stay here with me forever, in the quiet, calm darkness. Peaceful, isn't it? We could never, ever leave. No pressure, no deadlines, no nagging Lieutenant Kitsuragi...">>
<<AddOption "Please, god, can I stay? It's all too much. It's so hard. I hate sobriety. Let's just stay here together... " ImStayHere>>[[|ImStayHere]]
<<AddOption "No! I want to wake up!" ImWakeUp>>[[|ImWakeUp]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "It *would* be nice, wouldn't it. But I'm afraid you're going to have to wake up. There's a corpse, Harry, and it's about to be *your* problem. Now. *who are you?* ">>
<<include OneOneThreeOptions>><<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Fine. Wake up then. First, tell me *who you are*. ">>
<<include OneOneThreeOptions>><<AddOption "I'm a Lieutenant double-yefreitor, so I suppose I really love field work. It's a good balance of things. Bit of this, bit of that." BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "Uhm. I'm ... not particularly *clever*, really. Not much for people. You know what they say about gym teachers <nervous laughter>... all brawn and no brains." GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "Well, I used to be a gym teacher, but I've kind of let that go now. I'm into the intellectual pursuits these days, thinking between the lines and that." HotNerdCop>> [[|HotNerdCop]]
<<AddOption "I'm the artistic type. Find the beauty in everything, in the weird creepy spaces and sometimes in the odd corpse. There's art in this world, and I'm out to find it." ArtCop>>[[|ArtCop]]
<<AddOption "I don't know who I am. Maybe I'm just part of Revachol, you know? Baked into Jamrock? I am the city and the city is me. I don't know if I can walk without doing the Jamrock Shuffle any more." ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "Suppose I'm a bit of nerd, really. Always been interested in radiocomputers, interisolary systems, that sort of thing. I can usually work out tech, given a bit of time to look around first." RadioBoyCop>>[[|RadioBoyCop]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Ah. I see. The *Disco King*. And what does the Disco King do when he's not ... Discoing? ">>
<<AddOption "I ... well ... I suppose I'm a militiaman? Just a run of the mill militiaman. But there's Disco in my heart, baby!" BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "I'm a *machine*, baby! A twisting, hustling, hip-swinging *machine*! Should I flex for you? I'll flex for you." GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "Sweetheart, I'm an *intellectual*. A real *thinker*. I can think as fast as these feet can do the electric slide! The box is *nothing* to me!" HotNerdCop>> [[|HotNerdCop]]
<<AddOption "Me? Disco is art, baby, and I'm *all* Disco. A real mix of rhythm and rhyme. There's disco everywhere, in the clouds, in the air, in crime itself! Not in stiffs though. Stiffs aren't disco." ArtCop>>[[|ArtCop]]
<<AddOption "I'm always 'discoing', baby! I'm following the beat, the melody, and the rhythm of the dance. It's everywhere, in everyone. It's all part of the story, y'know? The great song of Revachol? Born to be *alive*!" ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "I'm DISCOTECH, baby! I'm the radio boy! I let the disco flow through me, and it shows me how things *work*. Radiocomputers and interisolary systems are nothing to me, with the radical power of disco at my side!" RadioBoyCop>>[[|RadioBoyCop]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Lieutenant Double-Yefreitor Harrier Du Bois, of District 41, Revachol Citizen's Militia, is it? Awfully long title, for *such* a man. A sot, wasn't it? An *addict*. Such a *lot* attached to it, and all you did was drink it away. Pathetic. I suppose you'll tell me you've changed, you're not that man any more. But you are, you know. I see you. I *know* you.">>
<<AddOption "Fine. I'm a sot. An addict. But that doesn't mean I'm not trying to change. Be the detective I used to be." ImAddict>>[[|ImAddict]]
<<AddOption "You don't know me at all. I'm a damn fine detective, if a little unorthodox. Enough with this!" ImDamnFine>>[[|ImDamnFine]]
<<AddOption "You're right. I don't know who I'm trying to kid. I give up. I'll stay here, with you. It's nice and warm here." IGiveUp>>[[|IGiveUp]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Trying to change, is it? If you *insist*, but you know what they say: 'the lady doth protest too much, methinks.' No matter. You say you're changing, Lieutenant Double-Yefreitor Harrier Du Bois. So, who will you *be*? ">>
<<AddOption "I'm going to be really *average*. Nothing special. Well, I'll be a little disco, but you know... unremarkable." BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "I'm going to play to my strengths. I might not be where I was mentally, but physically I'm better than ever. Between Vicquemare and Kim, I'll use my physical strength to my advantage." GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "In the future, I'll use my brain. Think before I act, don't run in blind, that sort of thing. I'd rather not lose myself again." HotNerdCop>> [[|HotNerdCop]]
<<AddOption "Since I found myself again, I've noticed I see the beauty in the world. Listen more to my surroundings, and tune out ... my *tie*, for one." ArtCop>>[[|ArtCop]]
<<AddOption "For one thing, I'm listening to my instincts. And the streets. Eighteen-odd years of police work, I'll have a good sense of Jamrock, at the very least, and Revachol as a whole. In a sense, I'm part of the scenery, aren't I?" ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "I've always been interested in technology, and I'm going to make time for that now. Radiocomputers, interisolary systems -- I'll know them inside and out!" RadioBoyCop>>[[|RadioBoyCop]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "I don't know you? Impossible. *I AM YOU*. But go on then. Prove me *wrong*. Who are you?">>
<<AddOption "I'm an everyman. I could be your neighbour. No more trying to be the hotshot wunderkind. Just... a good cop." BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "Soon, I'll be an *Adonis*. Physical perfection. Women will swoon when I flex. Men will turn *green* with envy. Never mind the head-work, I'll just beat obstacles until they disappear!" GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "No more headbutting obstacles or throwing my shoes at windows. Those days are *behind me*. I'm an intellectual now. Brains before brawn!" HotNerdCop>> [[|HotNerdCop]]
<<AddOption "I've always thought of myself as the artistic type, you know? Body and mind working in tandem to turn grisly murders into an artwork of filed forms. Nothing ugly, just neatly solved crimes. Another perforation on my board." ArtCop>>[[|ArtCop]]
<<AddOption "\"Your reason and your passion are the rudder and the sails of your seafaring soul.\" I listen to the city, and the city tells me where to look. I'm an instinctive detective." ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "I'm a dark horse. All my years hunting for answers has given me some *techno skills*. I'm surprisingly good with radiocomputers, you know." RadioBoyCop>>[[|RadioBoyCop]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Yes, stay with me. Here, in the warmth and the darkness. Nothing can hurt you, here. Nothing to fear. Such a pity, then, that there's a cadaver out there, that's going to be *your* problem. Now, tell me, you puling child. Who *are* you?">>
<<SetSpeaker "YOU">>
<<AddParagraph "A *cadaver*? *Again?*">>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Yes, a cadaver. It's presently unimportant. What *is* important is *who you are*. Let's start with the basics, shall we? You're a detective. What sort of detective are you?">>
<<AddOption "I don't know! I'm ... average! That's what I am. Average!" BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "Well, uh... I wouldn't say I'm overly, uh, brainy? I'm the physical kind, you know?" GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "I'm a real thinker. The box holds no meaning for me! Rules are guidelines, mere *suggestions*!" HotNerdCop>> [[|HotNerdCop]]
<<AddOption "I'm a perfect blend of the physical and mental. A real artistic sort. Not that you'd understand. You're all... like *that*." ArtCop>>[[|ArtCop]]
<<AddOption "What kind of question is that? I'm a cop! I listen to the streets and the road and the city. How else am I meant to explain who I am?" ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "I'm a real listener. Full of know-how and derring-do! Good with radiocomputers, and I know a fair bit about interisolary systems, too." RadioBoyCop>>[[|RadioBoyCop]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "No, not 'this' again. You still know your name, don't you? Or have you forgotten already? That would be like you, wouldn't it? Pathetic. Look at you. You say you're sober, but your nose bears all the marks of alcohol. Red, swollen... you fit in better with those Martinaise Debardeurs than the *respectable* Revachol Citizen's Militia.">>
<<AddOption "Don't say that! Don't ... I've come so far" ImSoFar>>[[|ImSoFar]]
<<AddOption "Well, maybe that's true, but I'm *not* a Debardeur, I'm an RCM detective. A *sober* one at that. " ImNoDebardeur>>[[|ImNoDebardeur]]
<<AddOption "Listen here, you. I'm not perfect, but nobody is. Vicquemare's depressed. Torson glued his eyelids shut. Kitsuragi's a torque dork. I like a drink too much." ImNotPerfect>>[[|ImNotPerfect]]<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Pathetic. No defence, just childish stammering. You disgust me. No matter. You're about to receive a radiophone call. Before you lift the receiver, answer my question. Who are you? ">>
<<include OneFourOptions>><<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Are you? I *believe you*, Detective Not-A-Debardeur. If you're *not* a debardeur, who *are* you?">>
<<include OneFourOptions>><<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Ah, ah, ah. Vicquemare, Torson, Kitsuragi - who are they to you? Why do they matter? They injure only themselves. You? You *wrong* people, *hurt* them, *injure* them. Useless, reckless care-for-nought. They should have fired you after the incident with your patrol and pursuit motorcarriage. Very well. Who do you *claim* to be now?">>
<<include OneFourOptions>><<AddOption "I'm a detective of the 41st. Well balanced. Equal skills. You know, the kind of steady dependable man that solves crimes and goes home safe." BasicBitchCop>>[[|BasicBitchCop]]
<<AddOption "You can't be a detective without knowing how to use your body. It's about the physical, and the mental comes *afterwards*." GymTeacherCop>>[[|GymTeacherCop]]
<<AddOption "Being a detective in Jamrock needs smarts. Lots of brainpower. Intellect and people skills solve cases, not punching doors or throwing shoes through windows." HotNerdCop>> [[|HotNerdCop]]
<<AddOption "I'm in tune with my body and my mind. Recovery's done me good, you'll see! I listen to the world around me." ArtCop>>[[|ArtCop]]
<<AddOption "Well, uh, the city seems to somehow speak to me? I guess losing my memories made me better at listening to the people around me now. We're in tune, Revachol and I." ChildOfTheUniverse>>[[|ChildOfTheUniverse]]
<<AddOption "All that time in Martinaise running around after radiocomputers got me thinking, especially after Kim said I should get a hobby. These days, I'm a bit of a *wirehead*." RadioBoyCop>>[[|RadioBoyCop]]<<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "You, Harry Du Bois, are a Basic Bitch cop. Well balanced and way more average now that you've stopped the self-destructive drinking. [INT: 3 | PSY: 3 | FYS: 3 | MOT: 3]">>
<<set $copotype to "BasicBitchCop">>
<<set $INT to 3>>
<<set $PSY to 3>>
<<set $FYS to 3>>
<<set $MOT to 3>>
<<AddOption "Alright, I can live with this. I like average. Beats dead!" SoItBegins>>[[|SoItBegins]]
<<AddOption "Average? I'm anything but average! Take me back!" _back>><<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Lieutenant Du Bois, you retain the high-performance physique of a former gym teacher. Perhaps a few too many knocks to the head have impacted your intelligence, but you remain a fine specimen of a man. [INT: 2 | PSY: 2 | FYS: 4 | MOT: 4]">>
<<set $copotype to "GymTeacherCop">>
<<set $INT to 2>>
<<set $PSY to 2>>
<<set $FYS to 4>>
<<set $MOT to 4>>
<<AddOption "Seems reasonable. I *did* drink so hard I lost my memory, that would have definitely put a dent in the old thinker." SoItBegins>>[[|SoItBegins]]
<<AddOption "Uh, no. I'm still a clever man! Take me back." _back>><<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Detective Du Bois, you have become a Hot Nerd. Whilst you maintain a powerful intellect, you have lost condition and physicality, requiring you to rely on your mental prowess to solve cases. [INT: 4 | PSY: 4 | FYS: 2 | MOT: 2]">>
<<set $copotype to "HotNerdCop">>
<<set $INT to 4>>
<<set $PSY to 4>>
<<set $FYS to 2>>
<<set $MOT to 2>>
<<AddOption "Of course! Brain power is the most useful thing a detective can have. Hot Nerd Cop, here I come!" SoItBegins>>[[|SoItBegins]]
<<AddOption "What? I don't think so! I'm still a real beefcake - take me back." _back>><<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "Ah, Harrier. A true artist in your middle years, it seems. An Art Cop now, are you? Blending intellect and physicality, you neglect the outer world for your inner contemplation. [INT: 4 | PSY: 2 | FYS: 4 | MOT: 2]">>
<<set $copotype to "ArtCop">>
<<set $INT to 4>>
<<set $PSY to 2>>
<<set $FYS to 4>>
<<set $MOT to 2>>
<<AddOption "Losing my memories and rediscovering myself definitely caused my thoughts to turn inward. I'm an Art Cop now." SoItBegins>>[[|SoItBegins]]
<<AddOption "Uh, no? I wouldn't say I'm anything like that. Take me back!" _back>><<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "\"Much in you is still man, and much in you is not yet man.\" A true Child of the Universe Cop, you know what everyone is thinking, and the city's heartbeat is your own. You're in tune with your body and other's minds, but are often distracted by these revelations. [INT: 2 | PSY: 4 | FYS: 4 | MOT: 2]">>
<<set $copotype to "ChildOfTheUniverse">>
<<set $INT to 2>>
<<set $PSY to 4>>
<<set $FYS to 4>>
<<set $MOT to 2>>
<<AddOption "\"When you work you are a flute through whose heart the whispering of the hours turns to music.\" You're right. I'm the child of this wondrous universe." SoItBegins>>[[|SoItBegins]]
<<AddOption "Uh... sorry, *what*? I... don't think this is for me. Take me back." _back>><<set _back to previous()>>
<<SetSpeaker "ANCIENT REPTILIAN BRAIN">>
<<AddParagraph "A real wirehead, huh? A technocop? Harry Du Bois, a man with a hobby he can use at work. You see things and you know what to do with them, just like a radiocomputer on an interisolary network. But -- you forget to eat and sleep. [INT: 4 | PSY: 2 | FYS: 2 | MOT: 4]">>
<<set $copotype to "RadioBoyCop">>
<<set $INT to 4>>
<<set $PSY to 2>>
<<set $FYS to 2>>
<<set $MOT to 4>>
<<AddOption "Oh, that sounds like a really useful hobby! I bet it comes in handy. I'll be a Radio Boy Cop." SoItBegins>>[[|SoItBegins]]
<<AddOption "What? No. No, I am *not* a dorky wirehead! Take me back!" _back>><<PassiveSkill "Perception">>
<<AddParagraph "A ringing in your ears drowns out the voices, and you surface out of the usual dreams like breaking through water. Your eyes open the same time your lungs do, drinking in air and the world around you.">>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "You've reached across the sidetable and cupped the phone receiver to your ear before the rest of you even registers it was the phone ringing. You squint at the clock on the wall, only to remember that it's been stuck at \"8:20\" for months now.">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "It's one of many broken things in your apartment you keep telling yourself you'll fix, but, first thing in the morning, the minute and hour hands form an all too relatable frown.">>
<<AddOption "\"Hello?\"" PhoneHello>> [[|PhoneHello]]
<<AddOption "\"Do you know what time it is?\"" PhoneWhatTime>> [[|PhoneWhatTime]]<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Hello, Detective. I hope I did not wake you.\"">>
<<AddParagraph "The lieutenant doesn't bother to introduce himself. You'd recognize each other's voices anywhere, and, really, who else would be calling you, Harry?">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "You don't feel that bad about that last part, though. Even after being his partner a year, you *like* hearing his voice. There are worse things to wake up to.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "And a few better things...">>
<<PassiveSkill "Volition">>
<<AddParagraph "Coffee. He means coffee.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "No, I don't.">>
<<AddOption "\"I'm as awake as I ever am. Which is not at all. What's going on?\"" PhoneWhatUp>> [[|PhoneWhatUp]]<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Khm. I will remind you, Officer, that you have called me at more godforsaken hours than this.\" Kim's voice in your ear is tinny and dry, and the unsteady connection adds a shake that isn't usually there.">>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 12>>
<<SkillSuccess>>
<<PassiveSkill "Half Light">>
<<AddParagraph "Are you sure it's the connection doing that?">>
<</if>>
<<AddOption "\"No, really, I have no idea what time it actually is. I just woke up, and my clock is frowning at me.\"" PhoneWhatTime2>> [[|PhoneWhatTime2]]<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Your clock is... frowning at you.\" From the pause, you think the clock isn't the only thing frowning at you.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 9>>
<<SkillSuccess>>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "Negative, Detective. At Precinct 41, Lt. Kim Kitsuragi stands by the phone, one gloved hand holding the receiver to his ear, the other gripping a file hard enough to crease the paper. Stress similarly creases his face, but at that comment, at the image of you staring down a frowning clock, his lips twitch into the barest smile, even if only a moment.">>
<</if>>
<<AddOption "\"Yeah, but time is a human construct anyway. What's going on, Kim?" PhoneWhatUp>> [[|PhoneWhatUp]]<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"We have a new case, Detective,\" Kim informs you, the consummate professional. "\"A murder. I have the files and will be outside your apartment in fifteen minutes. Please try to at least have pants on by then.\"">>
<<AddOption "\"My loins will be girded. No promise about the rest of me, though.\"" PhoneLoins>> [[|PhoneLoins]]<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"I will keep my expectations suitably low,\" Kim drawls out with a subtle warmth. There is a pause, a soft breath of sound like he's about to say something else, only for him to hang up with a heavy clang.">>
<<PassiveSkill "Empathy">>
<<AddParagraph "He didn't mean for that to come across as abrupt as it did. He just wants to get this over with.">>
<<AddOption "Get dressed and wait for Kim." PhoneGetDressed>> [[|PhoneGetDressed]]
<<AddOption "Roll over and try to go back to sleep." PhoneNo>> [[|PhoneNo]]<<PassiveSkill "Authority">>
<<AddParagraph "Ex*cuse* me, Detective? Is this how you expect to keep up that \"Two cases a week\" pace? By sleeping in? Forcing your *lieutenant* to do all the work for you? Sleep is for the weak! Now get up, soldier, and put on some pants!">>
<<AddOption "Fine. But for the record, I am doing this with great reluctance." PhoneGetDressed>> [[|PhoneGetDressed]]<<SetSpeaker "You">>
<<AddParagraph "You pull on clothing that smells clean and splash some water onto your face. No time to make coffee, and rubbing at your eyes doesn't erase the bags under them. You wait at the window, and the Kineema roars up your street twelve minutes after the lieutenant had hung up, splashing through a shallow puddle and coming to a sharp stop just outside your apartment. The lieutenant is always aggressively punctual.">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "You, on the other hand, prefer to be fashionably late. And it's always been obvious which of you two is more fashionable.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant pulls the lever to put the Kineema in park, the engine idling with a rumbling purr. He spots your shadow in the window and arches an eyebrow at you. You are helpless to obey its pull.">>
<<AddParagraph "When he sees you approaching, the lieutenant gets out of the driver's basket to let you into the back. He digs his hands into his pockets and tips his head towards the open door. \"Get in,\" he says. \"We'll talk on the way.\"">>
<<PassiveSkill "Rhetoric">>
<<AddParagraph "Not even a hello? Be on your guard, Detective.">>
<<AddOption "[Savoir Faire - Medium] Shimmy gracefully into the back seat." ShimmyBackSeat>> [[|ShimmyBackSeat]]
<<AddOption "[Authority - Impossible] Insist on driving." FuckingLOL>> [[|FuckingLOL]]<<set _roll to rollDice() + $PSY>>
<<if _roll >= 100>>
<<SkillSuccess>>
<<PassiveSkill "Authority">>
<<AddParagraph "You are *joking*, right? You couldn't pull that off even if you were the next Innocence! Get in the fucking back seat, Detective!">>
<<else>>
<<KimfluenceLost 1>>
<<SkillFailure>>
<<PassiveSkill "Authority">>
<<AddParagraph "You barely get two words out before the lieutenant's eyebrow commands you to silence. *Drive my Kineema?* that face says. It's like asking if you could fuck his wife. Husband. Spouse. Exhaust pipe? You don't know. You just know that you will be taking your life into your own hands if you ask that again.">>
<</if>>
<<AddOption "[Savoir Faire - Medium] Obey the eyebrow and slink into the backseat like the naughty boy you are." ShimmyBackSeat>> [[|ShimmyBackSeat]]<<set _roll to rollDice() + $MOT>>
<<if _roll >= 10>>
<<SkillSuccess>>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "The space between the one front seat and the back is narrow and awkward for someone of your... meatiness, but you know your body. You suck in your gut and embrace your inner noodle. You bend in ways no human should be able to and slither your way through the space, sliding into a graceful sit. If Kim is impressed, it doesn't show on his face as he climbs back into the driver's seat.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "This car hates you. That must be why, no matter how many times you climb into the back, your gut gets stuck. You aim for a graceful slither and end up with a woeful wobble, not so much sliding into the seat as falling onto it. Thankfully, Kim doesn't comment as he climbs back into the driver's seat.">>
<</if>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "The lieutenant drops a folder into your lap. You catch it before its contents can spill onto the floor.">>
<<PassiveSkill "Perception (Smell)">>
<<AddParagraph "Stale smoke fills your lungs, and you realise the back of the motor carriage -- and the lieutenant's jacket -- smell like a dive bar ashtray, like he had spent all night in a smoky bar. Or maybe like he had started started smoking early, today, and in the Kineema...">>
<<AddOption "[Perception - Easy 8] \"Have you been smoking, this early?\"" SmokeCheck>>[[|SmokeCheck]]<<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<SkillSuccess>>
<<PassiveSkill Perception>>
<<AddParagraph "He has definitely been smoking, and from the smell wafting off his jacket, it's more than just one.">>
<<PassiveSkill Empathy>>
<<AddParagraph "He's freaked out enough about something that he's smoking in the *morning*. This isn't the old Kitsuragi one-smoke-before-bed.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill Perception>>
<<AddParagraph "No, it's gone now. It's probably just the smell of last night's clinging to his jacket.">>
<</if>>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The slam of the door shut is punctuation to the answer he doesn't give. \"I'll keep the windows open,\" is all he says, and you realise that they *are* already open, despite the scattered rain the gray light and wet pavement suggest. He puts the motor carriage into drive, and you feel it move away from the curb. \"The crime scene isn't far from here.\"">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "The lieutenant's gloved hands grip the steering levers with the easy command of someone who has mastered the art. It shouldn't have an effect on you, the flex of his thumb on the lever or that barest sliver of skin between his sleeve and his glove, but it makes your collar feel hot and tight around your throat. You're grateful that he can't see you staring at his hands.">>
<<PassiveSkill "Conceptualization">>
<<AddParagraph "You've been doing this more often, lately. Staring at him when you think he can't see it. It's the way some people look at paintings.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 12>>
<<SkillSuccess>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "You almost forgot about the mirrors. Your eyes catch Kim's in one before you both glance at something else. Oops.">>
<</if>>
<<AddOption "[Composure - Hard] Try to focus on the case." TryToFocus>> [[|TryToFocus]]<<set _roll to rollDice() + $MOT>>
<<if _roll >= 13>>
<<SkillSuccess>>
<<PassiveSkill "Composure">>
<<AddParagraph "You can compartmentalise. The lieutenant stays a warm, orange-tinted presence at the edge of your vision as you open the case file.">>
<<AddOption "Skim the notes inside." CarLookAtFile>> [[|CarLookAtFile]]
<<else>>
<<SkillFailure>>
<<PassiveSkill "Composure">>
<<AddParagraph "Don't stare at Kim's hands. Don't think about how the leather gloves would feel against your skin. Don't think about his long fingers and the way they grip the steering levers. Don't think about--">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "I'm thinking about it.">>
<<PassiveSkill "Composure">>
<<AddParagraph "Goddammit.">>
<<AddOption "\"SO ABOUT THAT MURDER,\" you say loudly, burying your face in the open file." AboutThisCase>> [[|AboutThisCase]]
<</if>><<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant jumps as you shout the words in his ear. The Kineema fishtails as he throws you a startled look in the mirror. Your shoulder bumps into the side as the lieutenant recovers, grip tight on the levers as the motor carriage straightens out.">>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "Sorry. I thought shouting about murder would help.">>
<<PassiveSkill "Composure">>
<<AddParagraph "*With what?*">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant clears his throat, still looking a bit flustered in the glimpses you catch of his mirror self. \"Khm. Yes. I am... glad to hear you're enthusiastic about the case, Detective, but perhaps you should not scream while I am driving.\"">>
<<AddOption "Actually look at the file you've buried your nose in." CarLookAtFile>> [[|CarLookAtFile]]<<SetSpeaker "You">>
<<AddParagraph "The file is surprisingly thin. A noise complaint from eight hours ago lists the presumed address and residence owner. You check the floor to make sure you haven't dropped any paperwork. Nope.">>
<<SetSpeaker "You">>
<<AddParagraph "\"All I see is a noise complaint from last night. How do we know there's a murder?\"">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "There's a coiling of tension in the lieutenant's shoulders. You can only see a sliver of his face in the mirror, but his eyes are focused on the road. \"The noise complaint is hours old. There's no noise, now.\" He realises that would be normal for a noise complaint and makes a frustrated gesture. \"There was an anonymous tip. It's ... I have a bad feeling about this one.\"">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 8>>
<<SkillSuccess>>
<<PassiveSkill "Drama">>
<<AddParagraph "Odd that there's no report or transcript of the anonymous call. Usually the lieutenant is more meticulous than that. You should ask him about it.">>
<<PassiveSkill "Rhetoric">>
<<AddParagraph "Later. Ask him later, when you can see his face.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Drama">>
<<AddParagraph "Everything checks out here, sire!">>
<</if>>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant steers the Kineema down a side street, tapping the horn impatiently to disperse a cluster of pedestrians clogging the road. Rain starts to fall again, smearing signs and streetlights into electric blurs. The lieutenant steers the motor carriage to a stop, and you step out into the rain.">>
<<PassiveSkill "Shivers">>
<<AddParagraph "Revachol is cold, today, but the hot breath of Jamrock curls around your ankles as you stand on the street corner. An apartment building towers over you, stretching toward the sky as if it meant to thrust through the sun itself. Somewhere on the next block, you can hear a baby screaming, wordless and confused, a familiar sensation. You can hear the wind scrape across Lt. Kitsuragi's aerostatic jacket beside you, and the batting wings of a gull lifting off from the bins beside the building.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Shall we?\" He gestures toward the building.">>
<<AddOption "Go inside" 3FHall>>[[|3FHall]]<<if $Day == 1>>
<<if $visStreet == 0>>
<<PassiveSkill "Shivers">>
<<AddParagraph "Revachol is cold, today, but the hot breath of Jamrock curls around your ankles as you stand on the street corner. An apartment building towers over you, stretching toward the sky as if it meant to thrust through the sun, itself. Somewhere on the next block, you can hear a baby screaming, wordless and confused, a familiar sensation. You can hear the wind scrape across Lt. Kitsuragi's aerostatic jacket, beside you, and the batting wings of a gull lifting off from the bins beside the building.">>
<<set $visStreet = 1>>
<<else>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "As you walk out onto the sidewalk, the lieutenant stuffs his hands into the pockets of his bomber jacket. His breath mists in front of his mouth. There's something... different, here. It nags at you.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 9>>
<<PassiveSkill "CONCEPTUALIZATION">>
<<AddParagraph "It's the silhouette. The lieutenant's fashion is consistent and exact. Leather gloves, orange bomber jacket open to a v-neck shirt, with sleeves rolled up to his elbows. This is the first time you've seen those sleeves rolled down.">>
<<PassiveSkill "COMPOSURE">>
<<AddParagraph "Even when it's snowing out, Kim keeps the sleeves of his jacket rolled up. It's all part of his Look, his *cool* factor. You know how *cool* people don't look at explosions? *Cool* people don't worry about hypothermia, either.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 9>>
<<PassiveSkill "RHETORIC">>
<<AddParagraph "Ask him about the sleeves, but ease into it. The lieutenant is a private person.">>
<</if>>
<<AddOption "\"You rolled down your sleeves.\"" RolledDown>> [[|RolledDown]]
<<AddOption "\"You're so cool, Kim.\"" CoolKim>> [[|CoolKim]]
<<AddOption "Who cares if he rolled down his sleeves? It's fucking cold out. Your sleeves are rolled down too. It's what normal people do." ColdOut>> [[|ColdOut]]
<</if>>
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]
<</if>>
<</if>>
<<if $Day == 2>>
<<AddParagraph "We ain't got a Day 2 yet.">>
<</if>>
<<AddOption "Go inside" 3FHall>>[[|3FHall]]<<SetSpeaker "West Jamrock Apartments">>
<<AddParagraph "The linoleum on the floor is peeling, and the subflooring creaks with every step. It's still better than your place. One door is slightly ajar. The doors to the right and left of it are closed, as is the door across the hall.">>
<<AddOption "Examine crime scene" CrimeScene>>[[|CrimeScene]]
<<AddOption "Knock on 301 (to the left)" Door301>>[[|Door301]]
<<AddOption "Knock on 304 (across the hall)" Door304>>[[|Door304]]
<<AddOption "Knock on 305 (to the right)" Door305>>[[|Door305]]
<<AddOption "Talk to the upstairs neighbour" 4FHall>>[[|4FHall]]
<<AddOption "Talk to the downstairs neighbour" 2FHall>>[[|2FHall]]
<<AddOption "Test Kimfluence widgets" KimfluenceTestNode>>[[|KimfluenceTestNode]]
<<AddOption "Go back outside" Street>> [[|Street]]<<if $Day < 2>>
<<set $SpokeToGarte = 1>>
<<SetSpeaker "Apartment 301">>
<<AddParagraph "The door reverberates with your cop knock, and after a long moment, it swings open partway to reveal the face of someone you were not expecting to see, here.">>
<<SetSpeaker "Garte">>
<<AddParagraph "If that's not the same shirt he was wearing the last time you saw him at the Whirling, then he's got a closet full of them. Garte looks at you in barely-contained horror, and his eyes widen in surprise when he sees Kim, but they drift back to you, no less horrified. \"You. Again. At my home, this time. I can promise you there are no dead men hanging from trees, here.\"">>
<<PassiveSkill "Half Light">>
<<AddParagraph "Can he, though? When's the last time he looked outside? Maybe he should check.">>
<<AddOption "\"Are you sure about that?\"" GarteHangingMen>> [[|GarteHangingMen]]
<<AddOption "\"Just dead men lying in their living rooms, right? Heh. It just occurred to me how ironic the name *living room* is in this instance.\"" GarteLivingRoom>> [[|GarteLivingRoom]]
<<AddOption "Hold your arms out wide and yell, \"GARTE! How wonderful to see you!\"" GarteGreeting>> [[|GarteGreeting]]
<</if>>
<<AddOption "Come back later" 3FHall>> [[|3FHall]]<<SetSpeaker "Garte">>
<<AddParagraph "The cafeteria manager meets your enthusiasm with wide-eyed concern. He eyes your outstretched arms and inches back as you inch forward, leaning back on his heels and shaking his head.">>
<<SetSpeaker "You">>
<<AddParagraph "It's too late. You've pulled him into a tight hug before he can retreat.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "A perfectly manly hug, that is, squeezing him tight so that he can feel the strength and girth of your biceps.">>
<<SetSpeaker "Garte">>
<<AddParagraph "The man lets out a strangled sort of *hrrrk* sound, his lungs struggling to expand under the constriction of your arms.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Your very strong, very *manly* arms--">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "--while you're pressed chest-to-chest with the warm body against you, his aftershave fresh and citrusy--">>
<<PassiveSkill "Volition">>
<<AddParagraph "Oh no. I do *not* need you two joining up, here.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"*Khm*.\" The lieutenant pointedly clears his throat. \"Detective. Please do not suffocate our witness.\"">>
<<PassiveSkill "Volition">>
<<AddParagraph "Yes. Please listen to Kim. He is always a source of reason.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "See? Even *you* like him.">>
<<PassiveSkill "Volition">>
<<AddParagraph "...shut up.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "You unwind your arms and release Garte, who teeters, red-face and frazzled.">>
<<SetSpeaker "Garte">>
<<AddParagraph "\"Erm. Yes. Hello, Detective. It certainly is... something to see you again. At my door. Again.\" He smooths a palm down his vest, trying to straighten the wrinkles you put there. \"Is... Is this about the noise complaint? You're a little late for it.\"">>
<<AddOption "\"Yes. The noise complaint. The complaint about noise.\"" GarteYes>> [[|GarteYes]]
<<AddOption "\"Actually, I was hoping you could tell me about your dead neighbour.\"" GarteNo>> [[|GarteNo]]<<SetSpeaker "Garte">>
<<AddParagraph "Garte gives you a funny look but shrugs. \"Well, it's quiet now. I appreciate you checking in, though. Is there anything else, or can I get to work, please?\"">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "Garte's gaze doesn't seem to know where to land, fixing on the lieutenant, then you, then up at the ceiling, then back at the lieutenant. His hands are just as fidgety, drumming against the door, then fiddling with a sleeve.">>
<<PassiveSkill "Empathy">>
<<AddParagraph "The man radiates supreme discomfort. He wants this conversation over with as quickly as possible.">>
<</if>>
<<AddOption "\"Noise is funny like that. Sometimes it's there, sometimes it isn't. Best you tell us more about the *kind* of noise you heard, in case it happens again.\"" GarteNoiseAgain>> [[|GarteNoiseAgain]]
<<AddOption "[Rhetoric - Easy] Inform Garte of his neighbour's passing. Tactfully." GarteNeighbourDead>> [[|GarteNeighbourDead]]<<set $GarteKnowsDead to 1>>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 8>>
<<SkillSuccess>>
<<PassiveSkill "Rhetoric">>
<<AddParagraph "It's best to handle this professionally. Straight to the point.">>
<<SetSpeaker "You">>
<<AddParagraph "\"Actually,\" you say, mimicking the lieutenant's calm, smooth way of speaking, \"we regret to inform you that your neighbour, Jean-François Poulin, was murdered sometime last night. Your noise complaint helps us set up a timeline and could potentially give us clues as to who else was in the apartment last night.\"">>
<<SetSpeaker "Garte">>
<<AddParagraph "\"What?\" he chokes. \"*Murdered*?\" His wide-eyed stare darts to the lieutenant for confirmation.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"I am afraid so, Mr. Garte,\" the lieutenant adds. \"Our condolences.\"">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Rhetoric">>
<<AddParagraph "It's usually best to cushion bad news with some good news. You can put a positive spin on anything!">>
<<SetSpeaker "You">>
<<AddParagraph "\"Well, Garte, I've got good news and bad news,\" you say. \"The good news is that your neighbour won't be making noise any more. The bad news is that it's because he's dead. Unless you didn't like him, in which case, more good news!\"">>
<<SetSpeaker "Garte">>
<<AddParagraph "\"*What*?\" Garte chokes, eyes and mouth going round. \"You're joking, right? Please tell me you're joking...\"">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant sighs, wiping a hand over his face. \"That is... not exactly how I would have put it, but Detective DuBois is not joking. Or... at least not about the fact that your neighbour is dead. My condolences.\"">>
<</if>>
<<SetSpeaker "Garte">>
<<AddParagraph "The man stares at you both as the colour drains from his face. \"Oh my God,\" he breathes, eyes going vacant. \"I'm a corpse magnet.\"">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant's lips twist in a grim approximation of a smile. \"No more than we are, Mr. Garte,\" he says.">>
<<SetSpeaker "Garte">>
<<AddParagraph "Garte chokes out a shrill laugh. \"I'm a cafeteria manager. *You're* an officer of the RCM. There's a big fucking difference.\" He purses his lips and looks away as though to stop himself from saying something else. \"Look, I don't know what to tell you about the noise complaint that you don't already know. What I heard didn't exactly sound like someone *dying*, or I would have reported something worse.\"">>
<<AddOption "\"What did it sound like?\"" GarteSound>> [[|GarteSound]]<<SetSpeaker "Garte">>
<<AddParagraph "The man's face screws up like he's tasted something sour. \"Yes. This noise has a tendency to... come. And go.\" He shoots an uncomfortable look at the lieutenant before focusing on your shoulder.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 16>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "Is he avoiding eye-contact?">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 15>>
<<PassiveSkill "Eprit de Corps">>
<<AddParagraph "Yes, but not with you. At your shoulder, the lieutenant studiously examines his notebook, or at least, he makes a good show of it. You realise his eyes are not moving over the page. *He's* avoiding eye-contact, too.">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "Suddenly, you feel like the only one not getting a joke.">>
<<else>>
<<PassiveSkill "Empathy">>
<<AddParagraph "That's a guilty look. Does he have something to with the dead man next door?">>
<</if>>
<</if>>
<<SetSpeaker "Garte">>
<<AddParagraph "\"Listen, it's... it's not a big deal.\" He holds his hands up in surrender. \"I was just tired after a long week, and I couldn't sleep. I shouldn't have called. It was lovely to see you, officers, but if you'll excuse me...\" He starts to shut the door.">>
<<AddOption "[Physical Instrument - Easy] Shoulder the door back open." GartePushDoor>> [[|GartePushDoor]]
<<AddOption "Back off for now. You can question him later." GarteBackOff>> [[|GarteBackOff]]<<set $GarteKnowsDead to 1>>
<<SetSpeaker "Garte">>
<<AddParagraph "\"M-My dead...?\" Garte sputters, stumbling over the words. He inclines one ear towards you, like he thinks he misheard. He darts a look at the lieutenant, who nods. \"Who?\"">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"A Mr...\" The lieutenant makes a show of examing his notes. \"Jean-François Poulin. I understand the noise complaint you called in was coming from his apartment, at around 23:00 last night. Is that correct?\"">>
<<SetSpeaker "Garte">>
<<AddParagraph "Garte stares at the lieutenant owlishly for a long moment, his throat making abortive, confused sounds, like a chewed-up cassette tape stuck in its player.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<PassiveSkill "Composure">>
<<AddParagraph "Garte's gaze flits to you, an assessing look, like he's waiting to see how you react to the lieutenant's words. He leans back, ever so slightly. A desire to retreat.">>
<</if>>
<<SetSpeaker "Garte">>
<<AddParagraph "\"Right,\" the man chokes out. \"That is... correct. It sounded...\" He clears his throat awkwardly. \"Well, it didn't sound like anyone *dying*.\"">>
<<AddOption "\"What did it sound like?\"" GarteSound>> [[|GarteSound]]<<SetSpeaker "Garte">>
<<AddParagraph "\"What?\" The man's face twists in confusion and a little horror. \"What... what does that mean? Did you...? Oh my God, please tell me you didn't *put* a body in the tree!\"">>
<<PassiveSkill "Half Light">>
<<AddParagraph "Well, that wasn't what you meant at all. Rude.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant inserts himself into the conversation to keep it from derailing. \"Mr. Garte, I can assure you there are no bodies in trees, this time.\"">>
<<SetSpeaker "Garte">>
<<AddParagraph "\"Then why are you here?\" he asks sharply. \"Is this about the noise complaint? You could have just said so, without making me think someone's been murdered *again*! You about gave me a heart attack!\"">>
<<AddOption "\"So about that...\" [Rhetoric - Easy] Inform Garte of his neighbour's passing. Tactfully." GarteNeighbourDead>> [[|GarteNeighbourDead]]
<<AddOption "\"Haaaha. Ha. Right. Yes. No murders here!\"" GarteNoMurder>> [[|GarteNoMurder]]<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Khm.\" The lieutenant shoots you a *look* over his notebook. \"Unfortunately, that is not quite accurate, Officer. Mr. Garte, I regret to inform you that your neighbour, Jean-François Poulin, was murdered sometime last night or early morning.\"">>
<<set $GarteKnowsDead = 1>>
<<SetSpeaker "Garte">>
<<AddParagraph "\"What?\" You watch his face drain of colour.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"You see why we are interested in hearing whatever you might have heard last night.\" The lieutenant watches him through his glasses, pen poised to paper.">>
<<SetSpeaker "Garte">>
<<AddParagraph "Garte stares at the lieutenant owlishly for a long moment, his throat making abortive, confused sounds, like a chewed-up cassette tape stuck in its player.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<PassiveSkill "Composure">>
<<AddParagraph "Garte's gaze flits to you, an assessing look, like he's waiting to see how you react to the lieutenant's words. He leans back, ever so slightly. A desire to retreat.">>
<</if>>
<<SetSpeaker "Garte">>
<<AddParagraph "\"Right,\" the man chokes out. \"Well, I'm not sure what to tell you. It sounded...\" He clears his throat awkwardly. \"Well, it didn't sound like anyone *dying*.\"">>
<<AddOption "\"What did it sound like?\"" GarteSound>> [[|GarteSound]]<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant leans in and softly admonishes you. \"Detective,\" he says with gentle reproach. A subtle nudge to keep on topic.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "Instead, you're distracted by the shiver of his voice in your ear.">>
<<SetSpeaker "Garte">>
<<AddParagraph "\"What?\" the man croaks, turning several shades whiter. \"Someone is dead? Who?\"">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"Your neighbour. A Mr...\" The lieutenant makes a show of examing his notes. \"Jean-François Poulin. I understand you were the one who called in the noise complaint at around 23:00 last night. Is that correct?\"">>
<<SetSpeaker "Garte">>
<<AddParagraph "Garte stares at the lieutenant owlishly for a long moment, his throat making abortive, confused sounds, like a chewed-up cassette tape stuck in its player.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<PassiveSkill "Composure">>
<<AddParagraph "Garte's gaze flits to you, an assessing look, like he's waiting to see how you react to the lieutenant's words. He leans back, ever so slightly. A desire to retreat.">>
<</if>>
<<SetSpeaker "Garte">>
<<AddParagraph "\"Right,\" the man chokes out. \"That is... correct. It sounded...\" He clears his throat awkwardly. \"Well, it didn't sound like anyone *dying*.\"">>
<<AddOption "\"What did it sound like?\"" GarteSound>> [[|GarteSound]]<<SetSpeaker "Garte">>
<<AddParagraph "Garte closes his eyes in a full-body cringe at that question. \"Look, just... It was late, okay? I don't really remember. It was just *loud*. Music, maybe?\"">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 10>>
<<PassiveSkill "Empathy">>
<<AddParagraph "Garte is *supremely* uncomfortable with this line of questioning. In your experience, only one topic can make people this supremely uncomfortable.">>
<<PassiveSkill "Rhetoric">>
<<AddParagraph "Politics?">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "Karaoke?">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "Your trailblazing sense of fashion?">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "*Sex*.">>
<<PassiveSkill "Volition">>
<<AddParagraph "For once, *that* one is correct. Sex. Though the karaoke was a close second, in Garte's case.">>
<<else>>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "You know that feeling. Sometimes you hear strange noises at night too. Sometimes you're the one making the strange noises.">>
<<PassiveSkill "Volition">>
<<AddParagraph "Can you file a noise complaint against yourself?">>
<</if>>
<<AddOption "\"Music, maybe? You called the RCM in the middle of the night because of \'music maybe\'?\"" GarteMusicMaybe>> [[|GarteMusicMaybe]]<<SetSpeaker "Garte">>
<<AddParagraph "\"L-Look, I really need to leave for work. I already told the man on the phone everything I know. Please don't drag me into whatever this is!\" He's already closing the door in your face.">>
<<AddOption "[Physical Instrument - Easy] Shoulder the door back open." GartePushDoor>> [[|GartePushDoor]]
<<AddOption "Back off for now. You can question him later." GarteBackOff>> [[|GarteBackOff]]<<SetSpeaker "You">>
<<AddParagraph "Garte's door doesn't close neatly. The wooden frame is weathered and warped, and it takes a couple of awkward shoves before it closes with an unsatisying *shwomp*. You are left staring at a closed door, questions dying on your lips.">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "You've been here before. Not this door, not this building, but this feeling. Your thoughts dangle with frayed edges.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant clears his throat softly. You turn to see he's already watching you through the sheen on his glasses. \"We can always talk to him later,\" he reminds you gently. \"He might be more amenable when he isn't late to work.\"">>
<<AddOption "Come back later" 3FHall>> [[|3FHall]]<<set _roll to rollDice() + $FYS>>
<<if _roll >= 8>>
<<SkillSuccess>>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "You plant your palm against the wood and lock your elbow. The door doesn't close, and a push from you sends it swinging back open.">>
<<SetSpeaker "Garte">>
<<AddParagraph "Garte looks up at you in surprise.">>
<<if $GarteKnowsDead == 1>>
<<PassiveSkill "Empathy">>
<<AddParagraph "More than surprise. *Fear*">>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 14>>
<<PassiveSkill "Half Light">>
<<AddParagraph "Good. Press your advantage. He knows you could snap him like a twig.">>
<</if>>
<<SetSpeaker "You">>
<<AddParagraph "\"We're not done.\"">>
<<else>>
<<SetSpeaker "You">>
<<AddParagraph "\"We're not done.\"">>
<<SetSpeaker "Garte">>
<<AddParagraph "\"We... aren't?\" Garte furrows his brows. \"Look, if you want more information on the noise complaint, go ask the man yourselves.\" He indicates Poulin's residence with a jerk of his thumb.">>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "At your shoulder, the lieutenant takes a fortifying breath. \"Mr. Garte, I regret to inform you that your neighbour, Jean-François Poulin, was murdered sometime last night or early morning.\"">>
<<set $GarteKnowsDead = 1>>
<<SetSpeaker "Garte">>
<<AddParagraph "\"What?\" You watch the colour drain from the man's face as his stare shifts between you and the lieutenant. \"So *that's* why you're here...\"">>
<</if>>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant's gloved grips your shoulder, more a warning than a restraint, a reminder not to lose your cool. You can feel the heat of his hand through your layers of clothing. \"We understand this may have come as a shock,\" he says, his voice carefully measured. \"But we need--\"">>
<<SetSpeaker "Garte">>
<<AddParagraph "\"What do you want me to say?\" Garte snaps, his voice pitched higher than usual. \"That I didn't see or hear anything? Sure! Fine! I won't tell a soul! Just, please, leave me out of it!\"">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 14>>
<<PassiveSkill "Drama">>
<<AddParagraph "\'Won't tell a soul\'? A curious choice of words, sire.">>
<</if>>
<<SetSpeaker "Garte">>
<<AddParagraph "Before you can say anything else or stop him, Garte retreats deeper into his apartment and locks himself in his bedroom. !!!Could use some Shivers in here, maybe?!!!">>
<<AddOption "\"He seems upset.\"" GarteUpset>> [[|GarteUpset]]
<<else>>
<<SkillFailure>>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Pitiful. Just pitiful. You try to hold the door open, but all you get for your effort is a blood blister on your thumb where the door pinches your skin.">>
<<AddOption "\"Wait!\"" GarteBackOff>> [[|GarteBackOff]]
<</if>><<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "The lieutenant hums, his hand finally slipping from your shoulder. \"I think this murder hits more close to home. Literally. This isn't like the Hanged Man or the Tribunal. He shared a wall with this man and didn't even know he'd been killed.\"">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 8>>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "The lieutenant's eyebrows pinch together. He hides it well, but he is unsettled.">>
<</if>>
<<SetSpeaker "Kim Kitsuragi">>
<<AddParagraph "\"We can come back later, when he has returned from work or has had a chance to process. Let's go.\"">>
<<AddOption "Come back later" 3FHall>> [[|3FHall]]<<if $Day < 2>>
<<SetSpeaker "Apartment 305">>
<<AddParagraph "The door reverberates with your cop knock, but no one answers it.">>
<<AddOption "Knock harder" KnockHarder305>> [[|KnockHarder305]]
<</if>>
<<AddOption "Come back later" 3FHall>> [[|3FHall]]<<SetSpeaker "Apartment 305">>
<<AddParagraph "Your pounding could wake the dead, but no one answers. You'll probably have to come back later.">>
<<AddOption "Come back later" 3FHall>> [[|3FHall]]<<KimfluenceCheck>>
<<BlankSpeaker>>
<<AddParagraph "This is a test of the Kimfluence Widget. There are two forks: PlusKimfluence and MinusKimfluence, and both link back here. Here is a test of KimfluenceCheck.">>
<<AddOption "Add 1 Kimfluence" PlusKimfluence>>[[|PlusKimfluence]]
<<AddOption "Remove 1 Kimfluence" MinusKimfluence>>[[|MinusKimfluence]]
<<AddOption "Return to game" 3FHall>>[[|3FHall]]<<KimfluenceGained 1>>
<<KimfluenceCheck>>
<<BlankSpeaker>>
<<AddParagraph "This *should* add one Kimfluence.">>
<<AddOption "Return to Test Node" KimfluenceTestNode>>[[|KimfluenceTestNode]]<<KimfluenceLost 1>>
<<KimfluenceCheck>>
<<BlankSpeaker>>
<<AddParagraph "This *should* remove one Kimfluence.">>
<<AddOption "Return to Test Node" KimfluenceTestNode>>[[|KimfluenceTestNode]]<<if $visCrimeScene < 1>>
<<SetSpeaker "Dirty One-Bedroom Apartment">>
<<AddParagraph "The door is half-open, blocked from behind by the crumpled body of a man fallen across its path. He's barefoot, half a chicken-skinny calf sticking out of a pair of mustard-coloured bellbottom jeans you think you recognise. You're pretty sure you own a pair like that, and probably in about his size, to judge by the bulging waist that is as far as you can see before entering the room.">>
<<AddParagraph "Picking your way carefully over the relatively fresh corpse, you come into a room where the light is still on from the night before. A cloth print of Guillaume de Million hangs over the one window at the far end of the room, next to the semi-kitchen bent into the corner. The carpet is a filthy grey that probably dates to the Revolution. A pool of blood has soaked into it around the corpse's head, and a prybar dented the carpet, while it was still wet, and is now likely adhered to it with partially-dried blood. Whoever the corpse was, half his face is crushed in a way that's going to make identification difficult, if he's not the resident. He had, in life, an excellent set of sideburns with connecting moustache, though, that rather remind you of the way you used to wear your facial hair.">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "You've recovered, since then. At least some. At least you like to think you have.">>
<<SetSpeaker "Dirty One-Bedroom Apartment">>
<<AddParagraph "The man is shirtless, and the massive coat of hair covering his chest like a rug is spotted with crusted mats of red and white. The smell in the room is fresher and far more vile than any left behind by the gathering of that white crust, and you notice the yellow-brown stain in the carpet that has absolutely ruined those jeans. Though, they are mustard. It might fade enough to be unnoticeable, but they'd still be a dead man's pants.">>
<<set $visCrimeScene to 1>>
<<else>>
<<SetSpeaker "Dirty One-Bedroom Apartment">>
<<AddParagraph "The room is still dingy, and the body remains on the floor. The smell is unpleasant, but you've woken up smelling like that, in worse places than this.">>
<</if>>
<<AddParagraph "The bedroom is to your right, and what you can see in the light leaking from the living room suggests it's been trashed. The bathroom, a dingy and unwashed yellow on what probably used to be white, is in the same direction.">>
<<AddOption "Examine this room more thoroughly" ExamineMainRoom>>[[|ExamineMainRoom]]
<<if $gotPrybar <= 0>>
<<AddOption "Bag the prybar as evidence." GetPrybar>>[[|GetPrybar]]
<<else>>
<<if $knowKimsPrybar < 1>>
<<AddOption "[Perception - Medium 10] Examine the prybar again." ExaminePrybar>>[[|ExaminePrybar]]
<</if>>
<</if>>
<<AddOption "Look out window" AptWindow>>[[|AptWindow]]
<<if $knowAutopsy < 1>>
<<AddOption "A field autopsy would be prudent." AutopsyPrime>>[[|AutopsyPrime]]
<<else>>
<<AddOption "Review your autopsy notes." FieldAutopsyNotes>>[[|FieldAutopsyNotes]]
<</if>>
<<AddOption "Examine bathroom" ExamineBathroom>>[[|ExamineBathroom]]
<<AddOption "Examine bedroom" ExamineBedroom>>[[|ExamineBedroom]]
<<AddOption "Return to hall" 3FHall>><<set _roll to rollDice() + $PSY>>
<<if _roll >= 9>>
<<SkillSuccess>>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "One year ago, Lt Kim Kitsuragi knelt behind a hostel to run his hands over the sloughing, rotten flesh of a stranger. The purge had been dark. Rank. *Grainy.* He'd done it though, the field autopsy; a consummate professional with only the most necessary of complaints. Today he stands in an unkempt apartment in a better neighbourhood with a body only a few hours old, and it is impossible to say who is more pallid: Kitsuragi, or the corpse.">>
<<set $knowKimsCorpseClue += 1>>
<</if>>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 9>>
<<set $empathy = 1>>
<<SkillSuccess>>
<<PassiveSkill Empathy>>
<<AddParagraph "The lieutenant really doesn't want to do this one. In fact, nothing about his body language suggests he wants to be here *at all*.">>
<<set $knowKimsCorpseClue +=1>>
<</if>>
<<SetSpeaker "YOU">>
<<AddParagraph "The body before you hasn't started to bloat yet, but that doesn't mean it's getting any fresher. Suppose you may as well get started in on the meat and potatoes of the scene.">>
<<PassiveSkill Logic>>
<<AddParagraph "Or the meat and sinew of it. Somehow, this man doesn't strike you as a potatoes type of guy.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "He strikes you as a *cocaine* kind of guy. A corpse after my own heart.">>
<<SetSpeaker "YOU">>
<<AddParagraph "Lieutenant Kitsuragi's constant preparedness has somehow rubbed off on you. You find a few gloves in your inside pocket, rumpled but intact.">>
<<AddOption "No need to say anything about it. Just put the gloves on and get to work." BeginAutopsy>>[[|BeginAutopsy]]
<<AddOption "Offer them to Kim. \"You found the stiff, mate.\"" AutGloves>>[[|AutGloves]]<<if $empathy == 1>>
<<KimfluenceLost 1>>
<<set $empathy = 0>>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"No.\" His eyes bore straight into yours, his face schooled into a neutrality flatter than a windowpane. \"They won't fit.\"">>
<<SetSpeaker "YOU">>
<<AddParagraph "\"You're not telling me that I brought gloves but that you, somehow, did not?\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He stares you down for a moment before pulling a pen from his pocket, ignoring you in favour of raising his clipboard and starting in on a form. The scratch of the nib is condemningly final.">>
<<AddOption "\"Be that way, then.\" Looks like this one's yours, superstar." BeginAutopsy>>[[|BeginAutopsy]]>><<if $empathy == 1 >>
<<KimfluenceGained 1>>
<<set $empathy = 0>>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "Your memory is not so poor anymore that you don't remember what a Field Autopsy form looks like. The lieutenant's focus is steady as he starts at the top of the page. With you performing the autopsy this time, that makes him the assistant – and this, your case.">>
<<BlankSpeaker>>
<<AddParagraph "\"HDB-1805-0900\"">>
<<BlankSpeaker>>
<<AddParagraph "It's true. You got out of bed for this.">>
<<SetSpeaker YOU>>
<<AddParagraph "The name of the tenant was listed in the report of the disturbance call to the station. You may remember what an Autopsy form looks like, but do you remember *that*, super cop?">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 10>>
<<PassiveSkill Encyclopedia>>
<<AddParagraph "Of course you do. You remember the entire report, thank you very much.">>
<<AddParagraph "Noise complaint called in last night at approximately 23:00 hours in regards to the home of one Poulin, Jean-François, address [x]. Complainant non-specific as to the nature of the noise, unable to establish violent or non-violent; was, however, very certain that there were at least two persons involved.">>
<<BlankSpeaker>>
<<AddParagraph "Complainant: Garte, Lawrence. Contact info: n/a (not provided by complainant)">>
<<BlankSpeaker>>
<<AddParagraph "An addendum was also attached from a visit an hour after the complaint had been lodged. "\"No disturbance appreciated upon arrival. Tenant was not available for contact and physical notice of visitation was left by the officer on scene.\"">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 8>>
<<PassiveSkill "Logic">>
<<AddParagraph "This is boring, even for something as absolutely banal as a noise complaint. How did this case ever get escalated to homicide? How did it cross Kim's desk?">>
<<set $knowKimsCorpseClue +=1>>
<</if>>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Hang on a minute. Garte, the chinless man-child from the Whirling back in Martinaise? Couldn't grow a beard if his sex life depended on it, that Garte? Great. Just *great*. What do you suppose the odds are he'll like you better, this time around?">>
<<else>>
<<PassiveSkill Encyclopedia>>
<<AddParagraph "There was some noise, and someone called to complain. At least one of the names sounded familiar...">>
<<PassiveSkill Authority>>
<<AddParagraph "... Well, piss. You don't remember *at all*. So much for getting your shit together. What were you even paying attention to when the lieutenant was telling you about the report?">>
<<SetSpeaker YOU>>
<<AddParagraph "\"I don't suppose you remember the name of the tenant?\"">>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "The pen stops its scratching abruptly; a single moment of silence before it resumes.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Jean-François Poulin. Called in by the neighbour.\" He gestures over his shoulder with the pen before he resumes writing.">>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "You continue running through the perfunctory introductory information. Date of Birth: N/A. Age: ... hmm.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 12>>
<<PassiveSkill "Visual Calculus">>
<<AddParagraph "This man's done some hard living. He's actually probably a couple years younger than you, though he doesn't really look it.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Age? 40.\"">>
<<else>>
<<PassiveSkill "Visual Calculus>>"
<<AddParagraph "The man looks a fair bit like you, if you're being honest with yourself. Thank heaven you don't look this old yet.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Age 50-52.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant raises an eyebrow and looks up from his form to eye first the body, then you.">>
<<AddParagraph "\"That may be the head wound talking. He still seems... quite fit for a man of that age, don't you think? Especially one who... how did you put it? Who knew how to have a good time.\" He does not look like he agrees with your definition. "\"I'm putting 45.\"">>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "The rest is easy enough. Race: Occidental. Sex: presumed male. Date of death: May 18th, '52. Case number: HDB-1805-0900. Evidence of treatment...">>
<<PassiveSkill "Conceptualization">>
<<AddParagraph "For a moment, you're distracted by how much this man reminds you of the shattered visions of yourself you saw in the steamy mirror at the Whirling-In-Rags, last year. This could have been you. Had you not gotten your shit together, this would have been you -- your half-naked body draped like a filthy, hairy fish across a dirty floor, topped with a face beaten almost into oblivion. If it was you, you would've deserved it. One too many nights of 'The Smallest Church in Saint-Saens', and accompanying screaming bloody murder.">>
<<PassiveSkill Authority>>
<<AddParagraph "Focus, super cop. This is not the time to get distracted. Show Lieutenant Kitsuragi you know what you're doing.">>
<<PassiveSkill "Visual Calculus">>
<<AddParagraph "There is blood pooled around the body, the carpet fibres oversaturated with it. It's sprayed across the back of the door, the wall, the coatrack... a few droplets even made it to the ceiling. A ragged bit of scalp sits an inch from the man's face, a tiny island of tissue in a sea of death. If this man had been dragged, you'd know.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"No evidence of treatment prior to examination.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "Time to start the external investigation. No way around this without stepping through all that blood. Damn cadavers never leave you anywhere to stand.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"A moment, detective.\" He pulls the Trigat Mini from an inside pocket of his orange bomber jacket and begins loading a cartridge. \"Before you compromise the scene.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "How that camera doesn't distort the smoothness of his silhouette under there, you'll never know.">>
<<PassiveSkill Authority>>
<<AddParagraph "Maybe you should spent a little less time analyzing your partner's silhouette and a little more analyzing the crime scene, *lieutenant*. Step out of the shot so we can get on with this. And put your damn gloves on.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "There's a crisp *pop* as the capsule is shattered in the camera, pouring liquid secrets into a still image. Kim lowers the Trigat and gives you a nod, hand waiting for the picture to slide out. You can go ahead and get your shoes dirty, that nod says.">>
<<SetSpeaker YOU>>
<<AddParagraph "And oh, there's no way around getting your shoes dirty. The blood squelches thick around them as you step close. The crusted film on top of the pool splits, brown clots swimming in dark red, oozing up around green snakeskin. You wish it were enough to deter the gnawing reminder that you haven't eaten since last night.">>
<<AddParagraph "You look back to see the lieutenant set aside the photo, picking up his pen to resume the report. You pull on the wrinkled gloves. Ready to begin the external investigation.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 6>>
<<PassiveSkill Empathy>>
<<AddParagraph "You are not a religious man. Lieutenant Kitsuragi is not a religious man. A cursory examination of this well-worn flat – and its corpse – tells you that the victim probably is not, either. None of that has the first thing to do with the way you extend your right hand to the victim's bloodied chest. It's cold under your thick, warm fingers. Unmoving. This body's last breath has left the station. It shall not return.">>
<<KimfluenceGained 1>>
<<AddParagraph "Kim is quiet behind you. His words say nothing. His long, quiet breath, the slight dip of his eyes to the page, tell you he is grateful for this small act of respect.">>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "To business, then. \"First item... clothing. Not bad.\" The low huff of breath from Kim is definitely *not* laughter. \"Pants: mustard yellow, size large. Vintage Piqueriques.\"">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 11>>
<<set $autVKnockoffs = 1>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "Wait... no. Look at the stitching on the belt loops, along the hem. It's the right colour but it's *clumsy*, already starting to pick apart. These are knockoffs.">>
<<AddParagraph "\"Scratch that. Mustard yellow *knockoff* Picqueriques.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant raises his eyebrows, but notes what you've told him. He's a little impressed.">>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "\"No shirt or socks present on victim. Underwear...\"">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 10>>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "This isn't the first time you've had to undo a pair of Picqueriques which, you know... have shrunk in the wash.">>
<<else>>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "Okay, this would be a lot easier if the bastard could *suck it in* a little. Short of manhandling the hell out of this guy, you're not getting this button open.">>
<<if $knowKimsCorpseClue > 0>>
<<if $Kimfluence > 0>>
<<AddParagraph "And regardless of how you'd feel about it, you get the distinct impression it would sit poorly with the lieutenant.">>
<<AddParagraph "Fuck the Picqueriques. You produce a pocketknife from your coat – with your *clean* hand, thank you – and slide the thin blade through the eyehole where the button sits. It's not hard. It's already been stretched halfway to ruin. The button pops before the fabric gives, but the end result is the same: you can open them now.">>
<</if>>
<</if>>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "Well. Good to know you and this guy aren't completely identical. You wouldn't go commando in just any set of trousers. He's got one hell of a bruise under where the button sat, and you know he doesn't shave.">>
<<AddParagraph "\"... Nothing additional for clothing.\"">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 8>>
<<PassiveSkill Conceptualization>>
<<AddParagraph "Your gloves follow the hallmarks of the dead man's life where they've fallen on now-insensate flesh; your own aches in sympathy. Bruises bloom purple on white, violets in the window. Here, the flesh livid with pooling blood; life as it has tried to seep away. He is still in the early stages of decay, but livor mortis waits for no one.">>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant copies dutifully as you list details. Hair. Freckles. Birth marks. Estimates on height and weight. A laundry list of contusions and injuries – some old, some to be expanded on at the end. The scratching of his pen is rhythmic. You know if you could see it from here, the henscratch would be sharp, angular, and precise. Just like him.">>
<<SetSpeaker YOU>>
<<AddParagraph "There's only one thing left to establish before you move on to the next section of the autopsy: to decide what the hell is all over this man. Something off-colour under a few of the fingernails, blunted and short as they are. Residue on the cheek, a streak small but damning, and fortunate to have escaped the burble of purge coming from the nostrils. And the centrepiece: a marbled garnish of red and off-white crusted in through the thick pelt adorning the man's naked chest and belly.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Come now, Harry. None of it's anything you haven't worn before. Let's not pretend you're strangers.">>
<<PassiveSkill "Pain Threshold">>
<<AddParagraph "Let's not pretend you wouldn't kill to wear it again.">>
<<SetSpeaker YOU>>
<<AddParagraph "The hand may be the easiest place to start. There's filth accumulated under all the victim's nails, but something looks decidedly off. There's something else.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 7>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "It's the first three fingers of the left hand. There's something under the nails there that isn't the same dark crud under the rest. It's almost... pale.">>
<<AddOption "[Interfacing - Medium 9] You've got your pocketknife right there. Go on. Get a bit of it out." AutPocketKnife>>[[|AutPocketKnife]]
<<AddOption "Flag it for Processing. Better to be thorough." AutReportSkin>>[[|AutReportSkin]]
<<else>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "It's a damn shame you've got *no fucking clue* if any of the odd shit about this hand is meaningful. There are a few little pinpricks of red in the webbing next to his thumb, the fingers are knobby and a touch yellow, the crud under his nails isn't all the same colour...">>
<<AddParagraph "At least the dead man gave you a little more to work with than 'a kind of weird hand'.">>
<<AddOption "Moving on..." AutCrustyRug>>[[|AutCrustyRug]]
<</if>><<set _roll to rollDice() + $MOT>>
<<if _roll >= 9>>
<<set $autVSkin = 1>>
<<SkillSuccess>>
<<PassiveSkill "Interfacing">>
<<AddParagraph "You're not the first cop to run a blade tip under a fingernail, and you won't be the last. A small bit of *something* catches on the metal, sliding out smooth as you please.">>
<<AddParagraph "You smear it on the back of your gloved hand, using the flat of the blade to thin it out. Is that... skin?">>
<<AddOption "Could be the attacker's. Add it to the autopsy report." AutReportSkin>>[[|AutReportSkin]]
<<AddOption "Whether the victim enjoys a good scratch is hardly relevant. Omit it." AutCrustyRug>>[[|AutCrustyRug]]
<<else>>
<<SkillFailure>>
<<PassiveSkill "Interfacing">>
<<AddParagraph "Heavens only know why you thought it was a good idea to take a knife to a dead man. At least the poor bloke can't feel the half-centimetre laceration you've just added to his collection. Maybe best not to try the other two fingers, hmm?.">>
<<AddOption "Move on." AutCrustyRug>>[[|AutCrustyRug]]
<</if>><<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant pauses. \"You're sure it's relevant, detective? After all, this apartment is... I mean, there's a fair amount of...\" He clears his throat, lets the silence hang a moment. It's not exactly charitable.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 13>>
<<PassiveSkill Empathy>>
<<AddParagraph "Holy shit. You never thought you'd see the day. Kim Kitsuragi is hoping you'll omit potential forensic evidence. What the hell is going on, here?">>
<<set $knowKimsCorpseClue += 1>>
<</if>>
<<AddOption "\"Could be his attacker's. Better to be safe.\" Add it to the autopsy report." AutCrustyRug>>[[|AutCrustyRug]]
<<AddOption "Listen to your partner. Omit it from the report." AutL2Kim>>[[|AutL2Kim]]<<set $autVSkin = 2>>
<<SetSpeaker "YOU">>
<<AddParagraph "Kim's right. It's probably not relevant with the state of the apartment.">>
<<KimfluenceGained 1>>
<<AddOption "Move on" AutCrustyRug>>[[|AutCrustyRug]]<<SetSpeaker YOU>>
<<AddParagraph "Right then, moving on. The crusted rug-garnish next. What does it say about your life that this little tableau seems so easily recognizable, hm?">>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "The bits of red far outnumber the crusted drabs of white caught amidst the hair on the victim's soft belly. The head wound must have put him down fast – a thick shower of dried blood runs down the front of one shoulder before it goes over his side to the floor. Nothing but spatter makes it as far as the mustard yellow pants.">>
<<SetSpeaker YOU>>
<<AddParagraph "And the rest of it?">>
<<PassiveSkill "Visual Calculus">>
<<AddParagraph "The blood's beaded along the top of the man's body hair before dripping to his skin, matting it in place. There's nothing unusual about it, considering the victim's injuries. The whitish stuff though... Almost all of it is *under* the hair, trapped like old stains in high-pile carpet. As if someone couldn't be bothered to do more than wipe it around. Most of it – though certainly not all – is on the belly.">>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 7>>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "It's a matter of angle, Harry-boy. Definitely looks like our friend's got range, too.">>
<</if>>
<<AddOption "[Interfacing - Medium 9] Rub it between your fingers a little. See if you can get some of it out, get a better look. Might not be what it looks like." AutRubIt>>[[|AutRubIt]]
<<AddOption "Yeah... gonna leave that one for the lab, I think." AutJizz4Lab>>[[|AutJizz4Lab]]<<KimfluenceGained 1>>
<<SetSpeaker YOU>>
<<AddParagraph "You're not touching the crusty funk in this corpse's chest hair. You're pretty sure you know what it is, and the lab can confirm it.">>
<<AddOption "Move on" AutFacePowder>>[[|AutFacePowder]]<<set $autVJizz = 1>>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 9>>
<<SkillSuccess>>
<<PassiveSkill Interfacing>>
<<AddParagraph "You pick a decent-sized web of yellow-white flaking, something filmy tanned and dried on a rack of dark brown hair. It rubs out easily enough – no pun intended. Unfortunately, you're pretty sure this is *exactly* what it looks like.">>
<<SetSpeaker "HORRIBLE NECKTIE">>
<<AddParagraph "YOU KNOW WHAT THIS IS, DON'T YOU, HARRY! LOOKS JUST LIKE YOURS, DOESN'T IT? SPUNK! ERECTOPLASM! DONG SAUCE! SOMEONE BLEW A MAGNIFICENT LOAD ON HIS CHEST!">>
<<set $knowJizz = 1>>
<<else>>
<<SkillFailure>>
<<PassiveSkill Interfacing>>
<<AddParagraph "It only takes you a few seconds of rubbing at this stranger's gut before two things occur to you. First: what were you gonna do with it if you *did* manage to get a bit of it? Second: was smearing around his dried-up bollock sauce really going to help this case?">>
<<set $knowJizz = 1>>
<<AddParagraph "A glance over at lieutenant Kitsuragi confirms he was thinking the exact same thing.">>
<<SetSpeaker YOU>>
<<AddParagraph "You clear your throat.">>
<</if>>
<<AddOption "\"Material on the chest and abdomen consistent with dried seminal fluid.\"" AutFacePowder>>[[|AutFacePowder]]
<<AddOption "\"Poor bugger's covered in dried-up spunk. Least he got to have a wank before he died.\"" AutKimSparesYou>>[[|AutKimSparesYou]]<<KimfluenceLost 1>>
<<SetSpeaker YOU>>
<<AddParagraph "By the set of his jaw and the flare of his nose, you're fairly certain the lieutenant does not opt for an... exact transcription.">>
<<AddOption "Move on" AutFacePowder>>[[|AutFacePowder]]<<set $StationRep += 1>>
<<SetSpeaker YOU>>
<<AddParagraph "Finally, on to the cheek, to that barely-there smear facing the ceiling. This one is almost more formality than mystery.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Come on now, don't say that! There's plenty of mystery here, and you've got what it takes to solve it, big guy. How much of this world has gone up your nose or down your gullet, at one time or another? It's all training – the experience to be a better detective.">>
<<SetSpeaker YOU>>
<<AddParagraph "You run a gloved index finger over the dead man's cheek, bringing up a bit of the substance on your finger. It's a powder residue, no doubt about it.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Oh, the *options*. And a bloke like this, there's no way this was all he had. Forget the stiff, Harry, we've got better things to do! Doesn't get any cheaper than free!">>
<<SetSpeaker YOU>>
<<AddParagraph "You rub the powder between your forefinger and thumb before bringing it close to smell. The smell, unfortunately, is barely there; not nearly enough to identify it.">>
<<AddOption "[Perception - Medium 11] You know, there was no purge on this side of his face... you *could* taste it..." AutTasteIt>> [[|AutTasteIt]]
<<AddOption "Sure, you could probably ID the stuff based on taste, but are you really willing to lick something that's been on the dead guy? The lab can deal with identifying this stuff, thanks. It's almost certainly drugs, and that's really all you need to know. Let's wrap this up and move on." AutInternal>>[[|AutInternal]]<<KimfluenceLost 1>>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 11>>
<<set $autVDrugs = 1>>
<<SkillSuccess>>
<<PassiveSkill "Perception (Taste)">>
<<AddParagraph "There's no pretending there's anything pleasant about this decision. Lieutenant Kitsuragi's sigh of protest is the dinner music, notes of bitterness and a faintly unnatural flavour the main course – something other than just the taste of latex on the tip of your tongue, that is. At least it told you what you wanted to know: you've met this one before. It's almost certainly the amphetamine derivative MDMA, the active ingredient in ecstasy.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Perception (Taste)">>
<<AddParagraph "Not all profitable decisions can be said to have been wise in the moment. Alas, this decision was undoubtedly neither. Your fingertip tastes of latex and stale corpse-sweat, and of other whatever sorry remnants have been beating about in your pocket for the last few months. Hardly worth the way lieutenant Kitsuragi is pinching the bridge of his nose behind you, as if you are the headache he's fending off.">>
<</if>>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 8>>
<<set $autVDrugs = 1>>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "A nasty taste for a lovely girl, but we don't hold that against her, do we. Molly's given us some of the best groping we've ever had. Do you remember that night you spent rubbing yourself on every single article of clothing you owned? Shit, do you remember what it's like to feel *good*, Harry? What it's like to feel... ecstatic?">>
<</if>>
<<AddOption "Oh, but does that taste ever bring back memories. Good fucking memories. Too good..." AutAddictComposure>>[[|AutAddictComposure]]<<set _roll to rollDice() + $MOT>>
<<if _roll >= 13>>
<<PassiveSkill Composure>>
<<AddParagraph "There's nothing easy about addiction. It will always be there tempting you, and as they say, absence makes the heart grow fonder. But this is not the first time its siren song has called to you, and it will not be the last. You draw resolve from those things which are worth the effort, like the watermark on your trenchcoat. Like the way Vicquemare doesn't scowl every time you round the corner, anymore. Like the respect of the partner at your back. You breathe deep behind the bulwark of your will. Steady on.">>
<<AddOption "Thank goodness that's done. Now, on to the internal." AutInternal>>[[|AutInternal]]
<<else>>
<<PassiveSkill Composure>>
<<AddParagraph "The cold sheen of sweat prickling down the back of your neck remembers, and it doesn't give half a shit about what you've paid to know it. In the blink of an eye, it's as if the last year hasn't happened at all. The need is as powerful, as insistent as it's ever been. In this moment, it's the only thing you can think about. Corpse? Who gives a fuck about a corpse? The rest of the world is miles away, a greyscale memory hidden behind the ominous black drape of addiction, withering away in agony and inanity. And the full-body shudder that wracks your frame is enough to announce it to anyone that is watching.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Detective?\" The lieutenant's voice cuts through your musings, sharp in the silence. \"Talk to me, Harry.\" It would appear you froze there, for a moment.">>
<<AddOption "Shake your head. Keep going. \"I do some really dumb shit sometimes, Kim.\"" AutDumbShit>>[[|AutDumbShit]]
<<AddOption "\"... I miss it. I *want* it.\"" AutMissIt>>[[|AutMissIt]]
<</if>><<KimfluenceGained 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"That may be the smartest thing you've ever said.\" It's a joke, but there's a tone of relief under it. You're still here, it says. You're not lost, yet.">>
<<AddOption "\"Thanks. Now, on to the internal.\"" AutInternal>>[[|AutInternal]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "His sigh is heavy as the stale air in this shitty little apartment. The hand that grips your shoulder out of nowhere is steady though, the squeeze he gives you firm and grounding. There's the quietest creak of leather before it retreats. \"I know, detective,\" he murmurs. \"I know.\" He does not tell you to get on with it. You do, anyway.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 11>>
<<include AutIDEcstasy>>
<<else>>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 8>>
<<include AutIDEcstasy>>
<<else>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Make a note to have the Path guys run the residue. Oh, and Kim?\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant raises an eyebrow. He does not give you any more than that.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"I won't lick the corpse again.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "Was that a meaningful blink? You'd think he'd be happier. Honestly, he can be so hard to please, sometimes.">>
<</if>>
<</if>>
<<AddOption "And with that, the end of the external summary. Time to move on to the internal..." AutInternal>>[[|AutInternal]]<<SetSpeaker YOU>>
<<AddParagraph "\"Smear of what appears to be MDMA on the decedent's cheek...\" You furrow your brow, giving another rub to the bit of stuff left on your finger before wiping it off on the victim's pants.">>
<<if $knowJizz >=1 >>
<<AddParagraph "\"Probably took before he... y'know.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant's brow pinches. He does not comment.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 11>>
<<PassiveSkill Empathy>>
<<AddParagraph "Why the furrow? You even spared him the universal motion for *jerking off*. Why does he care?">>
<<set $knowKimsCorpseClue += 1>>
<</if>>
<</if>>
<<AddOption "And with that, the end of the external summary. Time to move on to the internal..." AutInternal>>[[|AutInternal]]<<SetSpeaker YOU>>
<<AddParagraph "Most sections of the internal autopsy are either above your pay grade or just not possible to assess without laboratory equipment.">>
<<AddOption "\"May as well skip this section, Kim. We're not pathologists.\"" AutNotPatho>>[[|AutNotPatho]]
<<AddOption "That just means it should be quick. May as well start at the top." AutManagement>>[[|AutManagement]]<<set $autVSkipInternal = 1>>
<<KimfluenceLost 1>>
<<set $StationRep -=1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Shall I just put a big frowny face on it, officer?\" That eyebrow definitely doesn't approve of your choice. \"We at least need to do section on injuries.\"">>
<<AddOption "Do the injury section." AutDescInjury>>[[|AutDescInjury]]<<SetSpeaker YOU>>
<<AddParagraph "The top, of course, being the central nervous system, where management grins out at you from the posh new skylight. Aside from being mangled and uncharacteristically visible, however, there's not much you can say about it.">>
<<AddParagraph "\"Brain matter visible through injuries to the skull. Badly mangled. No other CNS observations of note.\"">>
<<PassiveSkill "Pain Threshold">>
<<AddParagraph "Mangled is an understatement. You're only guessing it's a brain based on the fact that it's in a skull. It looks almost as bad as yours used to feel.">>
<<SetSpeaker YOU>>
<<AddParagraph "You fish a small pen light out of your pocket – clean hand again, you've gotten good at this – and pretend it's not the one Lieutenant Kitsuragi loaned you last week. Slowly now, you try to rotate the head for a better look. It does not work. Tacky blood pulls apart from itself, clinging like a grisly halo to the cheek and jaw, the only thing resembling salvation in this whole flat.">>
<<AddParagraph "You pull down the eyelids to examine the conjunctiva (pale, boring). The eyes themselves are blank, irises completely dilated in death. Blood streaks through his straw-coloured sclerae, mainly on the side with the massive head trauma (you don't say). Next, a tiny shimmer of light directly up the nostrils (scabbed and powdery, which is to say unremarkable). Finally, the mouth...">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "There's nothing fun about fighting rigor mortis, but that doesn't make it difficult for a cop like you. You pop the end of the penlight into your own mouth as you use both hands to pry open the cadaver's with a gritty crunch. The tongue is fat and flaccid where it lolls against the bloody rug underneath. Most of the mouth is purple and yellowish-white, but there, against the cheek – dark red speckling in the meaty mucosa.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 8>>
<<set $autVPetechia = 1>>
<<set $autVBite = 1>>
<<PassiveSkill Encyclopedia>>
<<AddParagraph "Petechiae occur where capillaries have broken, creating tiny red pinpricks against the skin. They are typically found in small clusters where an injury has occurred, but can also be caused in greater quantity or broader pattern by some types of medications, illnesses, and generally straining like hell.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Oral cavity... huh. Petechial haemorrhage on the inside of the cheek. Appears generalized.\"">>
<<PassiveSkill "Visual Calculus">>
<<AddParagraph "You tip your head sideways to examine the soft skin below the jaw. Sure enough, under several days of untended facial hair you find more tiny red dots. And now that you're looking, it's plain enough to see a few more strewn fresh along the line of his neck. Actually, speaking of his neck...">>
<<AddParagraph "You'd never have noticed it looking down from where you were standing, but now that you're down here, there's a fairly obvious little half-moon highlighted in red and purple over the top of the trapezius muscle.">>
<<PassiveSkill Drama>>
<<AddParagraph "It's smiling at you. It wants you to know its secret, Harry. It wants to tell you all about how it got here: how those irregular purple marks came first, a shock of pain like sparks shooting right down into the meat. How the bloom of red came second, a flush of pleasure chasing the pain right down to where he wanted it most.">>
<<if $knowJizz >= 1>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Looks like I was wrong. Forget about jerking off, Kim. Our fella got laid before he died.\"">>
<<else>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Hey Kim, check this one out.\" You don't touch it. Why don't you touch it? \"Looks like the poor bugger got some not too long ago. Not a bad way to spend your last day.\"">>
<<set $knowJizz = 1>>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant seems far less entertained by your find than you are, but that doesn't stop him from looking. He circles far enough around to catch sight of the brilliant, lurid contusion.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 15>>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "Kim Kitsuragi is not a man to just *lose his shit* at a crime scene. Every once in a while though, something crosses his brain just the wrong way, and his legendary composure begins to list dangerously to one side. It wasn't that hard, he swears to himself, scrambling to pull the mask back into place. It couldn't have been.">>
<<set $knowKimsCorpseClue += 1>>
<<set $knowKimBite = 1>>
<<PassiveSkill "Pain Threshold">>
<<AddParagraph "Well it sure as hell doesn't look *gentle*.">>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Khm. Well. Good for him.\" And just like that, he's disinterested again. May as well be talking about the outlet on the wall.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"I've got petechial haemorrhage on the inside of the cheek, under the jaw, and down the neck. We should see if we can track down the person who gave him this... souvenir, in case they can tell us if the guy had enemies. As for the autopsy form...\"">>
<<AddOption "\"... we should add it.\"" AutHepatoRep>>[[|AutHepatoRep]]
<<AddOption "\"... don't bother. Let's move on.\"" AutHepato>>[[|AutHepato]]
<<else>>
<<PassiveSkill Encyclopedia>>
<<AddParagraph "You're not what anyone would call a doctor, but those are definitely little spots of blood. And you may not know much about physiology, but you do know injuries, and you certainly know that's not how these got here. For such a soft tissue as the cheek, there should be tearing or abrasion. There should be *some* indication of a point of impact or insult, and there's... nothing.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "You've suffered a lot of shit over the years, Harry-boy, but this one... hmm. Haven't done that one to yourself yet. Have you?">>
<<AddOption "Ask Kim about the spots." AutKimSpots>>[[|AutKimSpots]]
<<AddOption "\"Oral cavity: pinpoints of suspect bleeding on inside of the cheek.\" The jawbone sags sideways against rigid muscle as you let it drop." AutHepatoRep>>[[|AutHepatoRep]]
<</if>><<set $autVPetechia = 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant pauses only a moment before stepping behind you. And then, in a single handsbreadth, the world narrows. There's leather on your scapula, strong fingers curling slowly into the muscle of your shoulder. He's *close* behind you, close enough for a hint of pine to tickle your senses. He's...">>
<<AddParagraph "He's leaning on you. The bastard's using you as a post, so he doesn't have to get his shoes bloody.">>
<<AddParagraph "\"Good eye, detective. Looks like petechiae.\" His brow furrows in contemplation as he pushes off you, straightening up and stepping back from the red-crusted filth. \"What would he have taken to cause that?\"">>
<<SetSpeaker YOU>>
<<AddParagraph "A one-shouldered shrug is the best reply you have. "\"No idea. Not one I remember, anyway.\" You wave off Kim's exceedingly skeptical eyebrow. \"He might have had some underlying health condition or something! We don't know the man.\"">>
<<if $knowKimsCorpseClue > 0>>
<<PassiveSkill Empathy>>
<<AddParagraph "Look at the way Lieutenant Kitsuragi looks down to the autopsy form. He should be making a joke about you being a walking encyclopedia on \"recreational pharmaceuticals\". Instead, his face is as painfully neutral as you've ever seen it. He's hiding something. *Does* one of you know this man?">>
<<set $knowKimsCorpseClue += 1>>
<</if>>
<<AddOption "Just add it to the form, so the path guys don't miss it. \"Oral cavity: petechiae on inside of cheek.\" The lieutenant makes his notes, ever dutiful. The jawbone sags sideways against rigid muscle as you let it drop." AutHepatoRep>>[[|AutHepatoRep]]<<set $StationRep += 1>>
<<SetSpeaker YOU>>
<<AddParagraph "Let's be honest: how it got there is more than a bit outside your purview. That's what they pay the lab guys for.">>
<<AddOption "Move on" AutHepato>>[[|AutHepato]]<<SetSpeaker YOU>>
<<AddParagraph "Next system: respiratory. No obvious impediments. Gastrointestinal: N/A. Hepatobiliary... the faint yellowing of the eyes and gums, maybe? Could be nothing. Corpses turn weird colours, sometimes.">>
<<AddOption "Add it to the report: \"Mild discolouration of eyes and mucus membranes possibly indicative of jaundice.\"" AutKimHepato>>[[|AutKimHepato]]
<<AddOption "You don't want to look like an idiot if you're wrong. Leave this one to the pathologists." AutCVS>>[[|AutCVS]]<<set $autVJaundice = 1>>
<<set $StationRep += 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"He was overweight and drinking himself to death. Hardly surprising.\"">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 12>>
<<PassiveSkill Empathy>>
<<AddParagraph "Whoa there, friend. That's not just a casual observation, and sure as hell one he doesn't normally make out loud. The lieutenant is a little bitter.">>
<<set $knowKimsCorpseClue += 1>>
<</if>>
<<AddOption "Ok, what's next..." AutCVS>>[[|AutCVS]]<<SetSpeaker YOU>>
<<AddParagraph "\"Next: cardiovascular.\"">>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "Well it's leaky, that's for damn sure. It's spilled absolutely everywhere. It's pooling in the backs of his arms and the side of his face, where they've lain for hours against the dirty floor. You know if you took off his pants, you'd see the same on the backs of his legs and the cheeks of his ass. And frankly, the number of bruises this guy's sporting is impressive, both old and new.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 10>>
<<set $autVClotting = 1>>
<<PassiveSkill "Visual Calculus">>
<<AddParagraph "Actually, now that you're thinking about it, it's not just impressive. It's *odd*. Some of them look normal, but others are a bright, livid purple, and in unusual places. Here, on the inside of a wrist – judging by the cigarette stains on his fingers, the wrist of his dominant hand. More on an upper arm, another around a nipple, a couple on the belly, that one right under his waistband...">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 10>>
<<PassiveSkill Encyclopedia>>
<<AddParagraph "There are a host of reasons why a person may bruise so easily. Commonly they're caused by things like clotting disorders (either congenital or acquired) and drug use (be it prescription or otherwise).">>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Cardiovascular abnormality, unknown cause: unusually high amount of bruising on victim. Multifocal.\"">>
<<set $StationRep += 1>>
<<else>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Made an admirable attempt at escape, but otherwise N/A.\"">>
<</if>>
<<AddParagraph "The last bit of the Internal Summary is a field where you can demarcate requests for testing. You look over your shoulder at the lieutenant. He is already cocking an eyebrow at you over the dark rim of his spectacles.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"I assume we're requesting toxicology.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Oh, hell yes.\"">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Don't think you've ever looked quite like this after a bender. If this guy's found something new, you need to know about it.">>
<<AddOption "On to the last section of the field autopsy..." AutDescInjury>>[[|AutDescInjury]]<<SetSpeaker YOU>>
<<AddParagraph "Description of injuries.">>
<<PassiveSkill "Pain Threshold">>
<<AddParagraph "Fortunately, it's not meant to be a catalogue of every wound he's suffered, or you'd be here a while: broken nose, bump in the collarbone, scars on the forearm. A collage of pain plastered over the dead man's past.">>
<<PassiveSkill Logic>>
<<AddParagraph "It isn't so hard to parse which injuries are relevant and which ones aren't. There are really only a few that seem to be involved with the actual homicide. Here on the chest for example, a short smear of blood, with spatter flying the wrong way. As if from a bloodied prybar, for example, swung at speed.">>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 9>>
<<set $autVSlowBar = 1>>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Not at *high* speed, mind you. You could do better than this with one arm. Hell, didn't even break a rib.">>
<<set $knowKiller += 1>>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Minor contusions on the chest consistent with blunt force. Based on the angle, blows struck once the victim was on the ground. Most likely postmortem.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "You're going to have to clean up that head wound a little, if you want to get a good look at it.">>
<<AddOption "Use your sleeve. You're already right there, no need to track blood through the place." AutSleeve>>[[|AutSleeve]]
<<AddOption "Ask Kim to find you something." AutWaterGlass>>[[|AutWaterGlass]]<<KimfluenceLost 1>>
<<PassiveSkill Logic>>
<<AddParagraph "This was a terrible idea. And a gross one. Look at the mess. It's all over you now, *and* the victim. Isn't this why you have a partner?">>
<<PassiveSkill Endurance>>
<<AddParagraph "Come on, were you going to let a little thing like blood slow you down?">>
<<SetSpeaker YOU>>
<<AddParagraph "\"I, uh... I don't suppose you might find me some water or something?\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"What, so you can pour it into his head?\" The lieutenant's sarcasm is palpable.">>
<<AddOption "\"So I can soak some of the blood off.\"" AutWaterGlass>>[[|AutWaterGlass]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He gives a small hum under his breath as he looks about the dishevelled room. The wrinkle of his nose suggests he doesn't find much here to be cleaner than the victim's gaping head wound. He does as you ask, though, settling on a tea towel and a beer mug full of tap water after only brief deliberation.">>
<<AddParagraph "You're honestly a little surprised he managed to find a clean glass.">>
<<SetSpeaker YOU>>
<<AddParagraph "Even with the water, it's really more like rubbing away filth than washing anything. It takes a minute, but you finally get enough of the bloody pulp dislodged that you can get a look at the wound to the man's temple – and with a couple swipes more, half a look at his face.">>
<<AddParagraph "He's got a strong forehead and thick eyebrows, your victim. The bridge of his nose is pronounced. Goes well with the heavy jaw. Poor bastard wouldn't have been bad-looking, in life.">>
<<AddParagraph "You turn to hand Kim the mug. He doesn't even seem to notice. His eyes are looking past you, boring into the dead man on the floor.">>
<<PassiveSkill Empathy>>
<<AddParagraph "He's almost as still as the corpse. There's a tension in his lips, the slightest pinch to his brow. His eyes aren't boring into the dead man; they're lingering on him, on his bloodstained face and the gaping hole in his head.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 9>>
<<PassiveSkill Empathy>>
<<AddParagraph "The lieutenant is keeping his composure, but it's taking *effort*. He's seriously fucking upset.">>
<<set $knowKimsCorpseClue += 1>>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He catches you studying him. The shoulders straighten just a hair – as if he could somehow be more stoic – and he reaches for the proffered mug.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 13>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "It's slight, but it's there: a tremor in his hand as he takes it.">>
<<AddOption "[Composure - Easy 8] Say nothing. This is the neither the time nor the place. Besides, let the man have his dignity." AutKimposure>>[[|AutKimposure]]
<<AddOption "\"Kim, you ok? You're kinda lookin' like hell, mate.\"" AutCalledOut>>[[|AutCalledOut]]
<<else>>
<<SetSpeaker YOU>>
<<AddParagraph "As if there were some world in which Kim Kitsuragi weren't stoic enough. As if he's not the toughest sonofabitch you know.">>
<<PassiveSkill Authority "The *second* toughest, thank you.">>
<<PassiveSkill Endurance "And just who *would* be the toughest, Minot? If all Kim did was put up with your shit, Harry, that'd still make him tougher than you.">>
<<AddOption "At this point, it's not so surprising." AutTwoAndTwo>>[[|AutTwoAndTwo]]
<</if>><<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<SkillSuccess>>
<<PassiveSkill Composure>>
<<AddParagraph "There are rules for when you call another man out on his emotions. This is absolutely not one of those times. He just wants to get this job done.">>
<<KimfluenceGained 1>>
<<else>>
<<SkillFailure>>
<<PassiveSkill Composure>>
<<AddParagraph ""\"Kim, you ok? You're kinda lookin' like hell, mate.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "There's nothing subtle about the way the lieutenant narrows his eyes at you. \"I'm fine. We're almost done. Just get on with it.\" We are not talking about this, he does not say.">>
<</if>>
<<include AutTwoAndTwo>><<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "There's nothing subtle about the way the lieutenant narrows his eyes at you. \"I'm fine. We're almost done. Just get on with it.\" We are not talking about this, he does not say.">>
<<include AutTwoAndTwo>>KCC is now: $knowKimsCorpseClue
<<if $knowKimsCorpseClue >=5>>
<<if $knowKimsPrybar < 1>>
<<PassiveSkill Empathy>>
<<AddParagraph "He may not be saying it, but there's no way around it. Kim Kitsuragi knows this man. Well, knew this man, before he was found murdered with... well, with an RCM-issue prybar. Why the hell would a straight-laced guy like Kim know someone up to his zygomata in drugs, living in filth, and covered in what is definitely more than just blood?">>
<<else>>
<<PassiveSkill Empathy>>
<<AddParagraph "He may not be saying it, but there's no way around it. Kim Kitsuragi knows this man. Well, knew this man, before he was found murdered with... well, with Kim's own prybar. Why the hell would a straight-laced guy like Kim know someone up to his zygomata in drugs, living in filth, and covered in more than just blood? Why the hell is his prybar here? And if he *had* bashed the guy's skull in, why leave the weapon and bring you in to solve it?">>
<</if>>
<<else>>
<<PassiveSkill Empathy>>
<<AddParagraph "Had it occurred to you, Harry, that seeing a victim who looks so strikingly like you in this position, having met this end, might be a touch distressing for the lieutenant? There have been days when you wondered if he's the reason you made it out of Martinaise alive. He's not just your partner, he's your ally and your friend. And now here he is staring down at your doppelganger, covered in blood and who knows what. Yeah, the poor guy's bound to be a touch upset. Give him a break." >>
<</if>>
<<AddOption "You can deal with that later. Dead guy, first." AutOhRight>>[[|AutOhRight]]<<SetSpeaker YOU>>
<<AddParagraph "Your attention turns back to the gaping wound on the victim's temple. It's slow going, but now that you've got the worst of the blood off you can try pulling back the curtain of hair and scalp to peer into the pulpy little socket.">>
<<AddParagraph "And it is pulpy, too, not nice and clean like in those tawdry crime serials the bookshop sells. The bone has fractured along its symphyses, where the skull plates meet. There are probably hairline fractures in the plates themselves, but gentle pressure doesn't cause any of the bone to give under your fingers. What it does yield, however, are a couple of big, soft hematomas right next door. In fact...">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 11>>
<<set $autVWeakBar = 1>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "You smooth as much as you can out of the way of the primary injury to get a good look at that skull fracture. The way the bone splintered tries to hide it, but you've seen enough breaks to know the difference. This definitely wasn't one clean hit.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "What kind of *weakling* can't crack a skull with one hit? If you were swinging this prybar like you meant it, right at someone's temple, he would have collapsed like a flan in a cupboard. If you'd gone at it this many times, they'd be cleaning the guy's brains off the ceiling.">>
<<if $knowKimsPrybar == 0>>
<<PassiveSkill "Logic">>
<<AddParagraph "Somebody beat the hell out of this guy. And whoever it was, they lacked either the power or the guts to finish the job easily.">>
<<else>>
<<PassiveSkill Logic>>
<<AddParagraph "At least this should help take suspicion off the lieutenant. He's wiry, but it's deceptive; he's almost as strong as you are on your good days. And Kim wouldn't swing unless he meant it. This guy would have hit the floor on the first hit, like a sack of very bloody potatoes.">>
<</if>>
<<else>>
<<set $autVShortBar = 1>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "Damn. There's no way to get a really good look at the actual point of fracture. Tissue's a stubborn thing, the way it clings to the bone beneath, and a mess like this is above your pay grade. Let him keep his skull fragments. You settle for sliding your fingers around the scalp, checking out the other injuries. There are just the two hematomas present – soft, bulbous mounds of blood up above the ear and temple, a pair of bloated fingers stretching towards the top of the head.">>
<<PassiveSkill "Visual Calculus">>
<<AddParagraph "They're the right size and shape to have been inflicted with the murder weapon, but the angle is off. If they're from the prybar, then it had to have been swung from below.">>
<<if $knowKimsPrybar == 0>>
<<PassiveSkill "Logic">>
<<AddParagraph "Whoever was doing the swinging must have been damn serious about it. Who takes on a man this much bigger than they are? If this were a crime of opportunity, you'd think they'd have picked an easier target.">>
<<else>>
<<PassiveSkill Logic>>
<<AddParagraph "You've never thought of Kim as a big man, but at least he's not so small that this angle would make sense. It may be his prybar, but it's doubtful he was the one swinging it.">>
<</if>>
<</if>>
<<if $knowKimsPrybar >=1>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Well, I suppose there's a small mercy here.\"">>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "You talk while staring at the dead man. An odd choice. As if you're cataloguing all this for him. \"Add a section for a couple hematomas on the head, above and behind the temple. Opinion: inflicted by the assailant, but non-fatal.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant takes his notes. His eyebrow raises, but he does not interrupt.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Add another section for the... you know.\" You gesture at your preciously intact temple with one bloody index finger. \"Blunt force trauma to the skull and brain, applied at the temple. Skull fractured, brain matter exposed and badly traumatized. Opinion: Fatal injury.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "There is nothing left to write. The form is full, your verbal dissection complete. The lieutenant's eyebrow has not come down.">>
<<if $knowKimsPrybar >=1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"You have a strange idea of mercy, detective.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "You give the dead man a small smile. \"The mercy, my friend, is that it'd take a lousy cop to think you were the one swinging that prybar.\" There's a moment of dead silence in the air.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 10>>
<<PassiveSkill Empathy>>
<<AddParagraph "Listen to the way his breathing stops. For a moment, he doesn't know what to say to that.">>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"... and you, detective? Are you a lousy cop, today?\"">>
<<AddOption "\"Maybe... I don't know, yet. It's my job to keep an open mind.\"" AutOpenMind>>[[|AutOpenMind]]
<<AddOption "\"I've had enough of being a lousy cop to last me a lifetime. We'll figure this out, Kim.\"" AutKnowBetter>>[[|AutKnowBetter]]
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "He's waiting for something. Waiting for *you*. He's seen you dive past all good sense and intuition in the past, only to resurface with fistfuls of information. He's seen you weasel details from the tightest-lipped thugs and the slyest street peddlers. There's expectation in that eyebrow.">>
<<if $knowKimsCorpseClue >= 3>>
<<AddOption "He's worried you're already putting it together. He knows more than he's let on." AutKimsCorpse>>[[|AutKimsCorpse]]
<</if>>
<<AddOption "\"I think this guy's given us as much as he's going to.\"" AutMoveOn>>[[|AutMoveOn]]
<<AddOption "\"Kim... I'm worried our killer was a cop.\"" AutCopOut>>[[|AutCopOut]]<<KimfluenceLost 5>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant shakes his head. \"Of course.\" His voice is drier than the desert during a drought. \"And I... you know what? Never mind.\" The click of his pen is final. He slides it into his pocket and flips his ledger shut before turning on heel to go investigate something else. Clearly, you've been dismissed.">>
<<SetSpeaker YOU>>
<<AddParagraph "You peel off the bloody gloves one at a time before reaching to pocket the knife and penlight. You hope it reads as fastidiousness, instead of giving away that you're feeling out just how much resistance your knees are going to give you when you try to stand. The floor gets further down, every day.">>
<<PassiveSkill Composure>>
<<AddParagraph "Just try not to faceplant into the stiff, du Bois. And for the love of all that is good, try not to blow the ass out of your pants.">>
<<set $knowAutopsy = 1>>
<<AddOption "Examine the rest of the scene." CrimeScene>>[[|CrimeScene]]<<KimfluenceGained 2>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "You have never seen your partner so expressive as he is right now. All the air blows out of him in a rush, held longer than he'd noticed. The orange bomber jacket rustles loud in the silence, his shoulders falling half a foot from where they'd been all but holding up his ears. For a moment – just a single moment – his eyes flutter shut. And then it's passed, and he's eyeing you again with a hint of rueful grin.">>
<<AddParagraph "\"Yes, detective, I suspect you have. Come on now, we have work to do.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "You peel off the bloody gloves one at a time before reaching to pocket the knife and penlight. You hope it reads as fastidiousness, instead of giving away that you're feeling out just how much resistance your knees are going to give you when you try to stand. The floor gets further down, every day.">>
<<PassiveSkill Composure>>
<<AddParagraph "Just try not to faceplant into the stiff, du Bois. And for the love of all that is good, try not to blow the ass out of your pants.">>
<<set $knowAutopsy = 1>>
<<AddOption "Examine the rest of the scene." CrimeScene>>[[|CrimeScene]]<<SetSpeaker YOU>>
<<AddParagraph "He's not wrong to be worried though, is he? There's a reason you have over two hundred solved cases to your name. You're in full detail-sniffing detective mode, and his body's talking every bit as loudly as the dead man's is.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Louder, even.">>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "Lieutenant Kim Kitsuragi of the RCM's 41st precinct is investigating a new homicide, one that hasn't even been reported yet. It's going to be a rough one on him, harder than usual. He's both hopeful and afraid that his partner will figure it out the truth before he has to admit to it: he knows the man. He knows him *well*. And he's desperately hoping he doesn't have to give voice to this while standing over the crumpled sack of decaying flesh the man's become.">>
<<AddParagraph "The lieutenant is clawing at the fraying wreckage of his professionalism, a scrabbling attempt to drag the pieces between himself and the truth. Here in a dingy Jamrock apartment, he is at a loss. He's done the only two things he feels sure about right now: he's started working the case, and he's called his partner.">>
<<SetSpeaker YOU>>
<<AddParagraph "He's called *you*.">>
<<AddOption "\"I trust you.\"" AutTrust>>[[|AutTrust]]
<<AddOption "\"Let’s go.\" Say nothing more on it." AutSayNothing>>[[|AutSayNothing]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant's head inclines ever so slightly to the side. He eyes the victim one last time before looking back to you.">>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 10>>
<<set $knowKimsCorpseClue += 1>>
<<PassiveSkill "Half Light">>
<<AddParagraph "He's scenting the air for danger, a fox wary of someone coming too close to its den.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Ever see the teeth on a fox? Watch your hands, coppo.">>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Honestly, the guys at the lab are in a better position to interpret anything else this guy's got to say.\" After all, you're a good cop, but you're not bloody psychic.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Just like that.\" He hasn't stopped eyeing you.">>
<<SetSpeaker YOU>>
<<AddParagraph "You shrug, What else is there to say? \"Just like that. Now, let's see what else this place can tell us, hm?\"">>
<<AddParagraph "You peel off the bloody gloves one at a time before reaching to pocket the knife and penlight. You hope it reads as fastidiousness, instead of giving away that you're feeling out just how much resistance your knees are going to give you when you try to stand. The floor gets further down, every day.">>
<<PassiveSkill Composure>>
<<AddParagraph "Just try not to faceplant into the stiff, du Bois. And for the love of all that is good, try not to blow the ass out of your pants.">>
<<set $knowAutopsy = 1>>
<<AddOption "Examine the rest of the scene." CrimeScene>>[[|CrimeScene]]<<KimfluenceLost 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant blinks at you once, then twice. \"A cop.\" His tone is even flatter than his ass.">>
<<PassiveSkill Empathy>>
<<AddParagraph "Safe to say he does not concur.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Well, look. There's only so many places you can get an RCM-issue prybar. We haven't had any reported stolen. We should look into that noise complaint, might get a lead there.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"... We *should* look into the noise complaint, yes.\" He inclines his head at you, as if he could give any more weight to his words. \"We should *not* go around accusing our colleagues of murder.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Well, not to their faces.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "A long slow breath in, then out. \"Certainly not yet, hm?\"">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "True. We'd hate to tip someone off, if they were guilty. Gotta be smart about this.">>
<<SetSpeaker YOU>>
<<AddParagraph "You give him a sharp nod. Best get moving.">>
<<AddParagraph "You peel off the bloody gloves one at a time before reaching to pocket the knife and penlight. You hope it reads as fastidiousness, instead of giving away that you're feeling out just how much resistance your knees are going to give you when you try to stand. The floor gets further down, every day.">>
<<PassiveSkill Composure>>
<<AddParagraph "Just try not to faceplant into the stiff, du Bois. And for the love of all that is good, try not to blow the ass out of your pants.">>
<<set $knowAutopsy = 1>>
<<AddOption "Back to the rest of the scene." CrimeScene>>[[|CrimeScene]]<<KimfluenceGained 1>>
<<SetSpeaker YOU>>
<<AddParagraph "You’ve never been the most eloquent man – or at least, you don’t have any reason to think you have. You certainly don’t feel it right now. But then, Kim’s used to your bluntness by now, right? Just... tell him.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"I trust you.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "Your partner blinks down at you slowly behind thick-rimmed lenses. \"You trust me.\"">>
<<PassiveSkill Rhetoric>>
<<AddParagraph "It’s a question.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"And you trust me, Kim, or I wouldn’t be here.\" He freezes on half a breath. You shrug and blow right by him. \"You’ll tell me when you’re ready.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Who says there’s anything to tell?\"">>
<<PassiveSkill Empathy>>
<<AddParagraph "He knows better.">>
<<PassiveSkill Logic>>
<<AddParagraph "You know better.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Call it a hunch. In the meantime, Kim...\" Oh, this part you’re not so good at. \"... we’ve got this. We’ll catch the prick.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He does not smile, but some colour comes back to his cheeks, and the nod he gives you is certain. Yes, he thinks to himself. We will.">>
<<AddOption "Time to get up, coppo. The rest of the scene awaits." CrimeScene>>[[|CrimeScene]]<<AddParagraph "You peel off the bloody gloves one at a time before pocketing the knife and penlight. Kim is stock-still behind you.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Just like that?\"">>
<<PassiveSkill Composure>>
<<AddParagraph "The agitation does not want to let him go.">>
<<AddParagraph "But this is not your story to tell – it’s his. It would take a stronger man than you to make him tell it before he’s ready.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Why? Is there something else to say?\" You give him a one-sided shrug and look away. It’s as close to an admission as he’s getting. If he wants to play silent, you’ll let him. \"Come on. There’s still plenty of crime scene waiting for us. Let’s go catch this prick.\"">>
<<PassiveSkill Endurance>>
<<AddParagraph "And maybe you could spend less time crouching while you do it, hm?">>
<<AddOption "Back to the rest of this mess." CrimeScene>>[[|CrimeScene]]<<if $visMainRoom < 1>>
<<SetSpeaker "DIRTY ONE-BEDROOM APARTMENT">>
<<AddParagraph "It wouldn't take a cop to know something went down here. (A lot of somethings, judging from the paraphernalia.) Broken shit against the walls, overturned vinyl player, blood absolutely everywhere... no wonder there was a noise complaint. This was a brawl.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >=10>>
<<PassiveSkill "Visual Calculus">>
<<AddParagraph "Once you get past the obvious detritus, smaller elements of the scene begin to dance for you, yielding secrets your eyes have long been trained to see. An overturned end table, the trajectory of thrown décor – the victim was surprised in the bathroom doorway. And here, the way the rug is rumpled under the overturned sofa – unlikely it was deliberate. The assailant didn't plan a bit of this.">>
<</if>>
<<set _roll to rollDice() + $MOT>>
<<if _roll >=12>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "The couch itself is stylishly retro; it's old, but the stains on it are not. Nor is this tear that goes straight through them. A clean cut, too.">>
<</if>>
<<set _roll to rollDice() + $INT>>
<<if _roll >=7>>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "It's not just blood that's staining this place; there are older sins here, too. Ash ground into the rug. Open bottles, unmarked and overturned, capsules of heaven slipped one by one into the abyss until all that remains are empty plastic carcasses. And there, on the upholstery, one you know all too well: the remains of the fallen, lost on their way to a glory that did not truly await them.">>
<<set $knowJizz = 1>>
<<if $knowSofaJizz < 1>>
<<SetSpeaker "HORRIFIC NECKTIE">>
<<AddParagraph "THAT'S NOT AN OIL STAIN! THAT'S JISM! SPOOGE! MANJUICE! SOMEONE WANKED ON THE SOFA! SNIFF IT, GO ON. SNIFF IT!">>
<<SetSpeaker "YOU">>
<<AddParagraph "\"Well, at least he knew how to have a good time.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The smallest of sighs escapes the lieutenant, eyes skating over the remains of the victim's life. \"So it would seem.\"">>
<<set $knowSofaJizz = 1>>
<<AddOption "Sniff the stain. Just to check." CumCouch>> [[|CumCouch]]
<<AddOption "Sniff the --? No. No, let's *not*" NoSniffingDerCouch>> [[|NoSniffingDerCouch]]
<</if>>
<</if>>
<<else>>
<<SetSpeaker "DIRTY ONE-BEDROOM APARTMENT">>
<<AddParagraph "The main room is trashed, under the blood, and it looks like it has been for quite a while. Empty and half-empty bottles litter the floor around the couch, and an overflowing ashtray on the coffee table isn't the only one in the room, some apparently flipped onto the floor recently, to judge by the drift of ash on top of other things. You recognise this sort of trashed. It reminds you of the room you woke up in, at the Whirling, last year, in Martinaise.">>
<</if>>
<<if $knowAshtray < 1>>
<<AddOption "Examine the assortment of detritus." MainDetritus>>[[|MainDetritus]]
<<else>>
<<if $knowKimsBrand < 1>>
<<AddOption "Have another look at the ashtray." MainAshtray>>[[|MainAshtray]]
<</if>>
<</if>>
<<AddOption "Look at something else" CrimeScene>>[[|CrimeScene]]<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "Among the assortment of almost-empty bottles, glued into the rug by their spilled contents, you find an assortment of useless things. Crushed pills, too far gone to identify; half-melted capsules, long since emptied; what might once have been magazines, now too booze-soaked and vomit stained to open. Here's what was once a bowl of cereal, to judge by the lightly-mouldy milk-ring around the inside, the spoon still with it. As you place it on the table, grateful to find it was finished before it fell on the rug, your hand bumps an overfull ashtray, and the ashes spill across your fingers, butts rolling across the table.">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "This reminds you of something. Something about this ashtray is familiar. The recollection tugs sharply at you.">>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "It reminds you of that great big pile of hopelessly-broken half-smoked cigs on the upstairs balcony at the Whirling, when all you wanted was a smoke, or a fuck. Miss Oranje Disco Dancer smoking like she had all the time and money in the world. Her lips on the filter, when you were sure the filter should be on your lips and her mouth should have been somewhere else entirely. Kim's concentration as he takes another drag, savouring the tobacco like he savours your cock in his dreams. Like you'd savour his. Dedicated to the task.">>
<<BlankSpeaker>>
<<AddParagraph "You wonder if his cock would taste like he smells - leather and chestnut cigarettes, a whiff of motor oil, and that faint hint of something so essentially Kim. His come would taste ...">>
<<if $cumsicle == 1>>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "better than the stuff you licked off the couch, although you're not quite sure that's possible. Would the leather have seeped into him, and be part of his jism? Would you know it was his just by the taste? However Kim tastes, you know you'd clean him off just as carefully as you cleaned the upholstery.">>
<<else>>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "...you don't actually know what spunk tastes like, but you're pretty sure that if it came from him you'd find it appealing. Perhaps later, when you get a minute, you should try some.">>
<</if>>
<<PassiveSkill "Empathy">>
<<AddParagraph "On the other hand, you smelled like day-old vomit and beer sweat, and you didn't stand a chance. With either of them.">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "Never mind Klaasje. This is deeper than Klaasje. This is more important than Klaasje. Or Kim. What do you not remember?">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "More important than Klaasje, maybe. More important than Kim? I doubt it..">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "Yes, Harry, there are more important things than getting your dick wet. Focus.">>
<<set $knowAshtray = 1>>
<<AddOption "It can't be that important." ExamineMainRoom>>[[|ExamineMainRoom]]
<<AddOption "[Encyclopedia - Medium 10] Look closer at the ashtray. What are you remembering?" MainAshtray>>[[|MainAshtray]]<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "The butts are Astras. You'd know that logo anywhere.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >=10>>
<<PassiveSkill "Encyclopedia">>
<<AddParagraph "They're the most popular brand among the working class. Almost every cop, dockworker, and fisherman who smokes smokes Astras. In fact, you're pretty sure Kim smokes Astras. Astra Yellows...">>
<<PassiveSkill "Perception (Smell)">>
<<AddParagraph "On the off chance, you smell a handful of cigarette butts. Ashes and burnt smells assault your nostrils, but you pick up the faint hint of roasted chestnut.">>
<<PassiveSkill "Encyclopedia">>
<<AddParagraph "Astras may be the most common cigarette in Revachol, by brand, but by type, Astra Yellows -- the chestnut scented kind -- are a tiny percentage of the market.">>
<<AddOption "\"Hey, Kim? Don't you smoke Astras?\"" MainKimSmokes>>[[|MainKimSmokes]]
<<else>>
<<PassiveSkill "Encyclopedia">>
<<AddParagraph "They're the most popular brand among the working class. Almost every cop, dockworker, and fisherman who smokes smokes Astras. It doesn't tell you much that you didn't know about the guy, just looking around the apartment.">>
<<PassiveSkill "InlandEmpire">>
<<AddParagraph "You smoke Astras, too, when you smoke. So why does this bother you?">>
<</if>>
<<AddOption "It's not that important. Look at something else." ExamineMainRoom>>[[|ExamineMainRoom]]<<set $knowKimsBrand = 1>>
<<set $knowKimsCorpseClue += 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Doesn't everyone?\" he asks, looking like he wonders where you're going with that line of thought.">>
<<AddOption "\"Yeah, you're right. Nevermind.\"" ExamineMainRoom>>[[|ExamineMainRoom]]
<<AddOption "\"Yeah, but not everyone smokes Yellows, like you. I think our victim did.\" Hold out a cigarette butt for Kim to see." MainKimSmokesYellows>> [[|MainKimSmokesYellows]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He looks at the butt in your hand, without touching it. \"How do you know they're Yellows?\"">>
<<SetSpeaker "YOU">>
<<AddParagraph "\"Because I smelled them, and they smell like roasted chestnut.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He makes an unconvinced sound, but his lips thin. \"I'm not sure it helps us to know what the victim smoked, unless you plan to smell every cigarette butt in the room, to see if they're someone else's. They're Astras. Everyone smokes Astras.\"">>
<<AddOption "Look at something else." ExamineMainRoom>>[[|ExamineMainRoom]]<<KimfluenceGained 1>>
<<PassiveSkill "Empathy">>
<<AddParagraph "Kim eyes you as if he is suddenly aware that a great catastrophe has been averted, even if he's not entirely sure what it would have entailed. He looks back down at his notebook, certain that he doesn't want to know.">>
<<AddOption "Examine the rest of the scene." CrimeScene>>[[|CrimeScene]]<<AddParagraph "You crouch down before the sofa, bringing your face to within an inch of the ...stain. You're somewhat aware of Kim slightly to your left, watching your every move. There's an odd expression on his face. Disgust? Arousal?">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 8>>
<<PassiveSkill Perception>>
<<AddParagraph "That's disgust. Better not sniff the stain. Who listens to a horrific necktie, anyway?">>
<<SetSpeaker "YOU">>
<<AddParagraph "I'd say that's semen, Kim. It's not quite dry yet, either. Better write it down.">>
<<AddOption "Stand up." CrimeScene>>[[|CrimeScene]]
<<else>>
<<PassiveSkill Perception>>
<<AddParagraph "He's aroused. That's arousal. You make eye contact and take a deep, deep breath. Your necktie was right, that's definitely semen.">>
<<KimfluenceLost 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "Kim's face twists, a muscle in the corner of his eye twitching. He shifts his balance and clears his throat.">>
<<SetSpeaker "HORRIFIC NECKTIE">>
<<AddParagraph "\"Oh, Bratan, he liked that! Imagine how much he'll like it when you lick it off the sofa!\"">>
<<AddOption "Yes. Good idea!." Cumsicle>> [[|Cumsicle]]
<<AddOption "No, no he didn't. Why do I wear you? Why are you like this?" DoneFuckedUp>> [[|DoneFuckedUp]]
<</if>><<AddParagraph "You lean closer to the cum-stain. Do you maintain eye contact and use your Seductive Face? You absolutely do. The couch is rough under your tongue, and the jizz is still not quite dry. Hmmm. Soft cheese and cucumber. Notes of white wine -- zinfandel, maybe, or a fresh riesling. Delicious. You make it your business to get it all off. That's right, Harry. Clean that sofa. ">>
<<KimfluenceLost 2>>
<<set $cumsicle = 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Officer. Please, this is a crime scene. Do not ... contaminate the evidence.\"">>
<<PassiveSkill "Empathy">>
<<AddParagraph "Oof. Officer. He's angry. What have you done, Harry? ">>
<<SetSpeaker "YOU">>
<<AddParagraph "\"Right. Well. Moving on.\"">>
<<AddOption "Stand up." DoneFuckedUpMore>> [[|DoneFuckedUpMore]]<<SetSpeaker "EMPATHY">>
<<AddParagraph "It's clear the Lieutenant isn't best pleased, although you get the sense that he's aware things could have been worse. Much worse. ">>
<<SetSpeaker "YOU">>
<<AddParagraph "\"So, that's... semen. We should probably write that down. It's, uh, quite fresh. Not quite dried. Let's, ah, let's return to the crime scene.\"">>
<<AddOption "Stand up." CrimeScene>>[[|CrimeScene]]<<SetSpeaker "YOU">>
<<AddParagraph "The weight of Kim's displeasure feels oppressive, although he refuses to look up from the refuge of his trusty notebook. Perhaps, you think, perhaps you shouldn't have tasted the wank paste. It *was* delicious though.">>
<<BlankSpeaker>>
<<AddParagraph "You clear your throat.">>
<<BlankSpeaker>>
<<AddParagraph "\"Seminal fluid on the couch, Lieutenant. Fresh. No more than a few hours old.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He refuses to meet your eyes. You've made a bad, bad mistake. You should return to the crime scene... and keep your mouth off the evidence. ">>
<<AddOption "Look at something else." CrimeScene>>[[|CrimeScene]]<<ItemGained "Red-Handled Prybar">>
<<set $gotPrybar to 1>>
<<PassiveSkill Perception>>
<<AddParagraph "This prybar looks familiar, somehow, despite the coating of blood and other less mentionable chunks of crud. You put it into an evidence bag, and mark it for the lab. Still, something about it bothers you...">>
<<AddOption "Take a closer look at it." ExaminePrybar>>[[|ExaminePrybar]]<<set _roll to rollDice() + $MOT>>
<<if _roll >= 10>>
<<SkillSuccess>>
<<set $knowKimsPrybar to 1>>
<<PassiveSkill Perception>>
<<AddParagraph "You know this prybar. You've used this prybar -- not just this brand, or this style, but this one, right here. You tried to open a door with it that's probably never going to open again, and right here at the end, where it thins so you can get it in, it's still a little bent. This is Kim's prybar.">>
<<PassiveSkill "Half Light">>
<<AddParagraph "And now it's wet with another man's blood.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 8>>
<<include "PrybarConvo">>
<<else>>
<<AddOption "Look at something else" CrimeScene>>[[|CrimeScene]]
<</if>>
<<else>>
<<SkillFailure>>
<<PassiveSkill Perception>>
<<AddParagraph "It's definitely an RCM-issue prybar. You can see the property number branded into the rubber of the handle. In fact, it reminds you of the one you borrowed from Kim, back in Martinaise, on your first case together.">>
<<AddOption "Look at something else" CrimeScene>>[[|CrimeScene]]
<</if>><<PassiveSkill "Esprit de Corps">>
<<AddParagraph "While you study the familiar edges of the prybar, your partner studies you. He watches you from the corner of his eye, his expression carved from stone. He's holding his breath but saying nothing.">>
<<AddParagraph "He's waiting for you to say something first.">>
<<AddOption "Wait him out." StaringContest>> [[|StaringContest]]
<<AddOption "\"Hey, Kim. Guess what? We found your prybar!\"" IsThisYourPrybar>> [[|IsThisYourPrybar]]
<<AddOption "\"I see what this is. You killed this man, and now you need me to help you hide his incredibly fashionable body. Say no more.\"" HideTheBody>> [[|HideTheBody]]
<<AddOption "Look at something else" CrimeScene>>[[|CrimeScene]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He sighs but doesn't deny it. \"Yes. Good work, Detective,\" he says with a desert dryness.">>
<<AddOption "\"Cool.\" You talk about something else." PrybarConvo>> [[|PrybarConvo]]
<<AddOption "\"How did it end up here?\"" HowDidItGetHere>> [[|HowDidItGetHere]]
<<AddOption "\"I see what this is. You killed this man, and now you need me to help you hide his incredibly fashionable body. Say no more.\"" HideTheBody>> [[|HideTheBody]]<<SetSpeaker "YOU">>
<<AddParagraph "Two can play this game. Kim watches you out of the corner of his eye, and you watch him out of the corner of yours. A covert staring contest begins. Lucky for you, the indirect line of sight protects you from the full force of his judgemental eyebrow.">>
<<AddOption "[Authority - Hard 15] You're a decorated officer. You've got this." StaringContestCheck>>[[|StaringContestCheck]]<<set _roll to rollDice() + $PSY>>
<<if _roll >= 15>>
<<SkillSuccess>>
<<PassiveSkill Authority>>
<<AddParagraph "A bead of sweat forms at your hairline, but you have the upper hand. His prybar, wet with blood, next to the murder victim. He knows how this must look.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "Finally, he deflates, his orange jacket sagging with his shoulders like an empty parachute. \"I can't believe I'm about to say this, but can you please say something?\"">>
<<AddOption "\"Something.\"" Something>> [[|Something]]
<<AddOption "\"I mean... I don't know if it was missing, but we found your prybar.\"" IsThisYourPrybar>> [[|IsThisYourPrybar]]
<<else>>
<<SkillFailure>>
<<PassiveSkill Authority>>
<<AddParagraph "You concentrate so hard that you forget to breathe. The spots gathering at the edges of your vision blot out what you can see of the lieutenant. You finally suck in a breath and forget what you were doing.">>
<<AddParagraph "Dead body. Right. Best not to keel over into all that blood.">>
<<AddOption "Talk about something else." PrybarConvo>> [[|PrybarConvo]]
<</if>><<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"What?\" Kim sputters, turning to give you a scandalised look. \"No! Of course not!\"">>
<<AddOption "\"Hey. No judgement, Kim. I'm sure he had a very wackable face.\" You pantomime bashing his head in with the prybar." WackableFace>> [[|WackableFace]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant buries his face in his hands and lets out a muffled, strangled scream.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 9>>
<<PassiveSkill "Empathy">>
<<AddParagraph "The lieutenant is frustrated, tired, and itching for another cigarette to calm his nerves. You see it now in the way his fingers shake. He'd hoped you knew him better than this.">>
<<else>>
<<PassiveSkill "Empathy">>
<<AddParagraph "The lieutenant is clearly overcome with gratitude and emotion. You are a good partner.">>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Detective. *Harry*.\" The lieutenant claps both hands on your shoulders to make sure you are paying attention. Slowly, he looks you in the eye and says, \"I did not kill this man. I do not know who did or why they used my prybar, but I did not kill him.\"">>
<<AddParagraph "He lets go of your shoulders and steps back. \"That is why I called you, Harry. To do our jobs.\"">>
<<PassiveSkill "HalfLife">>
<<AddParagraph "He's a little unsettled by how quickly you were willing to help him destroy evidence of a murder.">>
<<PassiveSkill "Empathy">>
<<AddParagraph "But also a little touched.">>
<<AddOption "Talk about something else." PrybarConvo>>[[|PrybarConvo]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"I don't know,\" Kim says softly. \"I was hoping you could help me find that out.\"">>
<<AddOption "Talk about something else." PrybarConvo>>[[|PrybarConvo]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He gives you a flat look.">>
<<AddOption "\"I mean... I don't know if it was missing, but we found your prybar.\"" IsThisYourPrybar>> [[|IsThisYourPrybar]]<<set $seenAlley to 1>>
<<PassiveSkill Perception>>
<<AddParagraph "Behind the hanging, there's a window that looks like it hasn't been washed since the Revolution, and it looks down on an alley that almost looks cleaner than the apartment you're standing in. You spot two ginger-haired people digging through an unlocked skip.">>
<<PassiveSkill Logic>>
<<AddParagraph "This apartment may not be representative of the state of the rest of the building, given that the alley looks like it's sprayed down fairly regularly. The floor in the hall is old and peeling, but it is clean. This place looks like it hasn't been cleaned since before the tenant moved in, at least.">>
<<PassiveSkill Perception>>
<<AddParagraph "As you turn away from the window, you notice a smear on the glass that looks as if something twice rounded was pressed against the glass, clearing some of the grime. You wonder, for a moment, if the tenant was mooning someone in the next building, but something bothers you about the angle.">>
/*Add Kim's ass checks*/
<<AddOption "[Perception - Legendary 15] Examine the ass-print." KimsAssPrint>>[[|KimsAssPrint]]
<<AddOption "Look at something else" CrimeScene>>[[|CrimeScene]]<<if $thoughtKimsAss == 2>>
<<set _bonus to 10>>
<</if>>
<<set _roll to rollDice() + $MOT + _bonus>>
<<if _roll >= 15>>
<<SkillSuccess>>
<<PassiveSkill Perception>>
<<AddParagraph "You know this ass. You've studied this ass. You can match these curves to the ones you've been watching through those perfectly-tailored pants. The ass that was pressed against this window was Kim's, beyond a shadow of a doubt.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Perception">>
<<AddParagraph "You can't tell whose ass left this print, but there's got to be a way to determine it. Maybe if you studied some asses, you'd be better able to estimate the size of the person who left this print.">>
<<AddParagraph "In fact, maybe you should start with Kim's. He's right there. And for all his well-tailored pants don't show it at all, you're sure he must have an ass. You've seen him sit. You've seen him bend. And no man is truly assless, is he?">>
<<ThoughtGained "This Man Has No Ass!">>
<<set $thoughtKimsAss to 1>>
<<PassiveSkill "Perception">>
<<AddParagraph "You look more closely and realise that there are drip and smear marks below the ass print.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "You know damn well what happened to this window. You've made it happen to enough windows. You'll make it happen to another window! Maybe when you find Kim's ass, you can use it to leave some marks on a window just like these. Some wet, hot smears--">>
<<PassiveSkill "Logic">>
<<AddParagraph "--on the freezing cold glass. That's not going to be enjoyable in this weather.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "You should still do it with Kim's ass, when you find it. I bet he'd be hot for it.">>
<</if>>
<<AddOption "Look at something else" CrimeScene>><<PassiveSkill Perception>>
<<AddParagraph "You don't really want to search this. It's worse than your bathroom. You're pretty sure you at least bleached the sink, last month. This place has a filthy yellow film on every surface in it. A wet towel is wadded up under the bar it should be hung on. A crusty strand of large beads lies in the sink. The mirror is so blurry, your face looks like pastel paints thrown at the wall. The toilet seat is up and the bowl is brown with yellow water.">>
<<if $seenMedCab == 0>>
<<AddOption "[Electrochemistry - Medium 11] Check the medicine cabinet." BathMedCab>>[[|BathMedCab]]
<<else>>
<<AddOption "[Electrochemistry - Medium 11] Check for drugs again." BathMedCab>>[[|BathMedCab]]
<</if>>
<<AddOption "Look at something else" CrimeScene>>[[|CrimeScene]]<<set $seenMedCab = 1>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "The Nosaphed and Drouamine are immediately recognisable. A few other easy things in there that you could pick up at any Frittte, but the cabinet is overflowing with bottles and pill packs, half of them with foreign labels.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll > 10>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "... And no tax stamps. They're black market, if nothing else.">>
<</if>>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 11>>
<<SkillSuccess>>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "There's more than just shit from the Frittte in here. That pack, there? You know that logo on the pills. Those are sildenafil. This guy was into a good time. You could probably use that kind of good time, too. Oh, and the low jars of purple in the back? Pyrholidon. Pure magic. You could see through time.">>
<<PassiveSkill "Volition">>
<<AddParagraph "No, you should not take the drugs, Harry. You should send them to the lab, so they can check against what's in the corpse's system. Even if you were going to take the drugs, you shouldn't do it while Kim is watching you.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "And give those neanderthals in Processing a good time on us? Don't pretend you don't know what goes on there! You can't have forgotten the incident with Torson's evidence? Either way, someone's going to dip smoke papers in it and stick them under their tongue and it might as well be you. There's more than one jar! Send them one, keep the rest! Simple!">>
<<PassiveSkill "Logic">>
<<AddParagraph "There's a good chance the less legal of these drugs played a role in this man's death, whether directly or in the means of acquisition. They should definitely all go to Processing">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "Oh, shut up, fussypants. Nobody asked *you*.">>
<<PassiveSkill "Volition">>
<<AddParagraph "Just because Processing is at times less than professional does not mean Detectives in the field can behave as they do. Besides, even were it not the moral path, Kim is still watching you, Detective.">>
<<PassiveSkill "Logic">>
<<AddParagraph "And if Processing ask if there were drugs found on the premises to which his toxicology can be linked? What then, hm? Send them to Processing. Avoid the awkward questions.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "If they don't have sildenafil and pyrholidon on file in the office, they're even more incompetent than I thought. C'mon, think about it - clear, uncluttered thoughts; warm, soft glow; probably won't drive anyone's Kineema into the ocean; and did I mention seeing through time? You'd be a chump to pass it up, Harry. Kim can't watch forever. Into the pocket!">>
<<PassiveSkill "Volition">>
<<AddParagraph "What happened to that new leaf you were turning, hm? Clean yourself up? Or are you once again going to make a liar of yourself? You can't possibly tell me you're going to throw it all away for one measly pyrholidon trip. You *know* your Ancient Reptilian Brain will have many somethings to say about it. Kim will disapprove. Vicquemare will take his pound of flesh. You can't keep this quiet, the whole station has their eyes on you.">>
<<SetSpeaker YOU>>
<<AddParagraph "Oh, god. Not the Ancient Reptilian brain. Alright, alright, I won't -">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "One pyrholidon trip? *One?* You stuffy git, one jar of liquid sunshine and you're flying for weeks. *Weeks!* Imagine how fast you'll solve this case, when you can think at the speed of light, while your corporeal form stands for perhaps an hour at most. You know who'll agree with me? Your tie will, and since when is your tie wrong? OI! OI, TIE.">>
<<SetSpeaker YOU>>
<<AddParagraph "And you want to bring -">>
<<SetSpeaker "HORRIFIC NECKTIE">>
<<AddParagraph "DID I HEAR PYRHOLIDON, BRATAN? IT WILL BE BEAUTIFUL, BEAUUUUTIFUL. SOME WINE, A SUNSET, PYRHOLIDON... BRING KIM TOO! IMAGINE IT! HE COULD DRAPE YOU OVER A ROCK AND IT WOULD LAST FOREVER!">>
<<PassiveSkill "Volition">>
<<AddParagraph "Oh, shut *up*">>
<<PassiveSkill "Logic">>
<<AddParagraph "Oh, shut *up*">>
<<SetSpeaker "HORRIFIC NECKTIE">>
<<AddParagraph "(Your tie gives off a particular sensation you can only describe as \"miffed\".)">>
<<SetSpeaker YOU>>
<<AddParagraph "I'm seriously done with you. I made my decision while you were squabbling.">>
<<AddOption "Steal the drugs." BathSteal>>[[|BathSteal]]
<<AddOption "Leave the drugs where they are." BathLeave>>[[|BathLeave]]
<<AddOption "Bag the drugs for Processing." BathBag>>[[|BathBag]]
<<else>>
<<AddOption "Return to the main room." CrimeScene>>[[|CrimeScene]]
<</if>><<KimfluenceLost 1>>
<<set $gotDrugs = 1>>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "You can feel Kim's eyes boring into your back, as you remove the pyrholidon from the cabinet. <!--This needs more copy. '$gotDrugs' tracks what you did with the drugs. This sets it to 1, bagging them sets it to 2.-->">>
<<AddOption "Return to the main room." CrimeScene>>[[|CrimeScene]]<<SetSpeaker YOU>>
<<AddParagraph "You decide to leave the drugs where they are. Processing probably doesn't need them, and maybe you can come back for them later. It's not a decision that needs to be made right now.">>
<<AddOption "Return to the main room." CrimeScene>>[[|CrimeScene]]<<KimfluenceGained 1>>
<<set $StationRep += 1>>
<<set $gotDrugs = 2>>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "You can feel Kim's eyes boring into your back, as you remove the pyrholidon from the cabinet... and you can feel him relax as you deposit it into an evidence envelope, and follow the procedure with the other drugs in the medicine cabinet. <!--This needs more copy. '$gotDrugs' tracks what you did with the drugs. This sets it to 2, stealing them sets it to 1.-->">>
<<AddOption "Return to the main room." CrimeScene>>[[|CrimeScene]]<<SetSpeaker "YOU">>
<<AddParagraph "The bedroom doorway yawns open like a black hole. You tiptoe your way around the fallen corpse to peek your head inside. Only a seam of cold light trickles in from around the curtains. The furniture form monolithic shapes in the dark.">>
<<PassiveSkill "Hand-Eye Coordination">>
<<AddParagraph "You press a palm to the wall, skating around until you find the light switch. You flick it on and... nothing. Hm.">>
<<AddOption "Keep flicking the light switch. Maybe it's just taking a bit to get going." ClickClick>> [[|ClickClick]]
<<AddOption "Open the curtains." OpenTheCurtains>> [[|OpenTheCurtains]]<<SetSpeaker "YOU">>
<<AddParagraph "Click-click-click. There's something satisfying in the tiny sound the switch makes. Click-click-click-click. You know, you should record this. This could be the next big thing in anodic music. Click-click-click-">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant's tired sigh interrupts you. \"What are you doing, Detective?\"">>
<<AddOption "\"Making music. Can you hear it, Kim?\"" MakingMusic>> [[|MakingMusic]]
<<AddOption "\"Nothing.\" Go and open the curtains like a normal person." OpenTheCurtains>> [[|OpenTheCurtains]]<<SetSpeaker "YOU">>
<<AddParagraph "You keep flicking the lightswitch. You don't need to look over your shoulder to know the lieutenant is pinching the bridge of his nose.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Please. Just go open the curtains. The light is probably busted.\"">>
<<AddOption "Just open the damn curtains." OpenTheCurtains>> [[|OpenTheCurtains]]<<SetSpeaker "YOU">>
<<AddParagraph "You open the curtains to grey light and rainy rivulets on a filmy window that warp and blur the city beyond. The cold light fills in the shapes of the room. A double bed eats up most of the space, sheets rumpled, pillows askew. You never really saw the point of making the bed either when you'd only be undoing it again in a few hours.">>
<<PassiveSkill "Perception (Smell)">>
<<AddParagraph "The tangled sheets smell of stale sweat, and you can imagine them, clammy, sticking to your skin after a fitful night.">>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "Above you, a ceiling fan hangs motionless, its socket empty. A stray lightbulb rests on a cluttered dresser. The only other light is the small, shaded lamp on the nightstand.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "You know from experience that even grey light stings like hell when you have a hangover. Blackout curtains were one of your finer investments too.">>
<<PassiveSkill "Visual Calculus">>
<<AddParagraph "The room is a lived-in sort of disheveled. A robe lies on the floor where it had slithered off its hook, shoes kicked in every direction. Familiar brown bottles line the dresser, though one fallen soldier lies on the floor. About elbow height, it would be easy to have knocked it over in a disorganised stumble to the bed.">>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "On the bedside table sits a bottle of wine, a rich claret. It's not the *good* stuff, maybe ten real at most. Half empty, two glasses...
You could pocket it, you know. Take it. Nobody would be the wiser. Kim's distracted, itemising the scene in his notebook. He won't see. He won't know.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "Take it! Bring it with you! You're going to need all the help you can get! It's been too long since we had a real *party*, and this right here is an excellent start.">>
<<PassiveSkill "Volition">>
<<AddParagraph "Or you could not. This *is* an active crime scene and you have no idea if this bottle is relevant. There's also the matter of Lieutenant Kitsuragi. Do you really want that eyebrow raised at you? He sees more than you think he does.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Especially for a *binoclard*.">>
<<PassiveSkill "Volition">>
<<AddParagraph "Don't call him that. And *don't* touch that wine bottle.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant hovers in the doorway, the light in the hall bracketing his head like a halo. His notebook is open, pen in hand. \"Anything of note, Detective?\"">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >=7>>
<<PassiveSkill "Empathy">>
<<AddParagraph "It soothes him, having something to do with his hands.">>
<</if>>
<<AddOption "\"The carpet matches the drapes.\"" Drapes>> [[|Drapes]]
<<AddOption "\"Blackout curtains and unscrewed lightbulb point to photosensitivity.\"" Photosensitivity>> [[|Photosensitivity]]
<<AddOption "[Savoir Faire - Hard 15] \"Look! A distraction!\" Make a grab for the half-empty bottle of wine." BedDistraction>> [[|BedDistraction]]<<set _roll to rollDice() + $MOT>>
<<if _roll >= 15>>
<<SkillSuccess>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Hmm?\" The lieutenant blinks and half turns to where you're pointing over his shoulder before it registers. He turns back to you with a scowl.">>
<<PassiveSkill "Savoir Faire>>
<<AddParagraph "That moment of distraction was just enough time for you to shove the bottle of wine under your jacket. You cannot believe that actually worked.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant sighs and adjusts his glasses. \"Officer. You know that I can see you're hiding something under your jacket, right?\"">>
<<PassiveSkill "Savoir Faire>>
<<AddParagraph "Damn. Spoke too soon.">>
<<else>>
<<SkillFailure>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "Oh no. There it is. The dreaded Eyebrow. He's arching it at you and not so much as glancing in the direction you are pointing.">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "Fuck it. You make full eye-contact as you take the wine bottle and shove it under your jacket. \"You see nothing,\" you say, waving a hand in front of his face as though psychically compelling him to ignore what he is seeing.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant's expression is stiff as stone. \"My vision is not quite *that* poor, Officer,\" he drawls. \"If you wish to drink yourself half to death again, be my guest, but *not* with evidence from our crime scene.">>
<</if>>
<<KimfluenceLost 1>>
<<SetSpeaker "YOU">>
<<AddParagraph "Chastised, you replace the wine bottle on the nightstand.">>
<<PassiveSkill "Electrochemistry">>
<<AddParagraph "There's always later...">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Now that that's settled... Did you notice anything else, Detective?\"">
<<AddOption "\"The carpet matches the drapes.\"" Drapes>> [[|Drapes]]
<<AddOption "\"Blackout curtains and unscrewed lightbulb point to photosensitivity.\"" Photosensitivity>> [[|Photosensitivity]]<<SetSpeaker "YOU">>
<<AddParagraph "You're not even lying. The curtains are a darker shade but in the same color family as the grey carpet.">>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 11>>
<<PassiveSkill "Conceptualization">>
<<AddParagraph "How drab! You would expect a man with such colorful taste in fashion to have more dazzling drapery.">>
<<PassiveSkill "Logic">>
<<AddParagraph "The curtains look relatively new. It was a choice of necessity, not aesthetic.">>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant doesn't even crack a smile. \"I don't think your opinion on interior design will help here, Officer,\" he says, neatly side-stepping your joke.">>
<<PassiveSkill "Empathy">>
<<AddParagraph "This really isn't the time, Harry.">>
<<AddOption "\"Blackout curtains and unscrewed lightbulb point to photosensitivity.\"" Photosensitivity>> [[|Photosensitivity]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant blinks, processing that with a nod. \"Hangover?\" he prompts, pen poised to paper.">>
<<SetSpeaker "YOU">>
<<AddParagraph "\"Habitual. You don't buy blackout curtains after one night of binging. Our boy was a dedicated alcoholic.\"">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "It takes one to know one.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 9>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "The lieutenant falters in his writing. Just a moment, just the barest pause of the pen. He inhales deeply to settle himself and continues.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 8>>
<<PassiveSkill "Empathy">>
<<AddParagraph "You want to ask him if he's okay, except you can already tell that he isn't. What you really want to ask is *why* he isn't.">>
<</if>>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Good observation, Detective," he says with clinical coolness. "The empty beer cans are certainly another clue to that.\"">>
<<AddOption "\"Maybe he got into a drunken argument with someone.\"" Maybe>> [[|Maybe]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Maybe,\" the lieutenant echoes. Is it the grey light that makes him look pale? \"Anything else, Detective?\"">>
<<AddOption "\"No.\" You walk carefully back out of the bedroom." CrimeScene>> [[|CrimeScene]]<<SetSpeaker "UPSTAIRS HALLWAY">>
<<AddParagraph "The fourth storey hall is not much better than the third. Patches of linoleum have been worn bare in front of sagging doorframes. The white walls are grey-brown, the woodwork notched and dented, and the light fixtures almost as old as you are. It’s quiet, though, and fairly clean. Perhaps most importantly, it doesn’t smell of corpse.">>
<<PassiveSkill Empathy>>
<<AddParagraph "The owner of this place feels generous for providing a home free of roaches, and for not using overly carcinogenic sanitizers. They bleed their tenants for just as much as they think they can pay, downright magnanimous not to ask more.">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "You doubt any of that money has gone into updating the building’s infrastructure.">>
<<SetSpeaker YOU>>
<<AddParagraph "There’s only one apartment up here likely to have heard anything of value – the one immediately above the victim’s. Kim falls into step behind you as you approach the door.">>
<<AddOption "Knock." 4FKnock>>[[|4FKnock]]
<<AddOption "[Perception 9 – Medium] Listen." 4FListen>>[[|4FListen]]
<<AddOption "[Physical Instrument 11 – Challenging] KICK IT IN, SUPERCOP!" 4FKickAsshole>>[[|4FKickAsshole]]
<<AddOption "Never mind. Back downstairs." 3FHall>>[[|3FHall]]<<SetSpeaker YOU>>
<<AddParagraph "It’s relatively quiet in this hallway, given how thin the walls are. Someone’s listening to the radio. (Someone’s never going to make it big, if that’s the best they can sing.) You put your ear to the door in question.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 9>>
<<SkillSuccess>
<<PassiveSkill "Perception (Hearing)">>
<<AddParagraph "The clink of dishes in a drying rack is the only accompaniment to a thin, tinny voice belting out a tune from yesteryear. It’s the same radio station from down the hall, albeit at a more... *neighbour-friendly* volume. At least one person is definitely home.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Perception (Hearing)">>
<<AddParagraph "If someone’s in there, you’d never know it. The only thing you hear is the echoes of the radio.">>
<</if>>
<<AddOption "Knock." 4FKnock>>[[|4FKnock]]
<<AddOption "[Physical Instrument 11 – Challenging] KICK IT IN, SUPERCOP!" 4FKickAsshole>>[[|4FKickAsshole]]
<<AddOption "Never mind. Back downstairs." 3FHall>>[[|3FHall]]<<KimfluenceLost 1>>
<<set $StationRep -=1>>
<<set _roll to rollDice() + $FYS>>
<<if _roll >= 11>>
<<SkillSuccess>>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "You’re not just a man, you’re a *machine*, an absolute powerhouse. You’re also not a dunce who thinks kicking the middle of this door is going to do anything besides make an ugly fucking hole in the fibreboard. You broaden your stance, rock your weight back onto one heel...">>
<<SetSpeaker “KIM KITSURAGI">>
<<AddParagraph "\"... Lieutenant? Wait, what are you – \"">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph " – and you boot that motherfucker right below the knob.">>
<<PassiveSkill "Perception (Hearing)">>
<<AddParagraph "There’s the unmistakable *crunch* of splintering wood. You almost miss it under the sudden shrieking from inside the apartment.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "One more good hit and this thing’ll crumple, no question. Line it up...">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant grabs your bicep, shoving you off-balance. \"What the hell are you doing??\"">>
<<SetSpeaker "The knob rattles as the door to apartment 403 is yanked open. A blond man wielding a steak knife stands before you, wild-eyed, flecks of water and dish soap saturating the lower part of his shirt. He is *not* having a good day.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "In your defence, it’s been a long time since you’ve had to kick in a door. Or at least, you think it has. The heel of your shoe cracks against the fibreboard door, kicking in a few inches worth of splinters but leaving it otherwise intact.">>
<<PassiveSkill "Perception (Hearing)">>
<<AddParagraph "At least it sounds like it was enough to get someone’s attention inside.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"*Officer*,\" he hisses at you. Uh oh. \"What the hell are you doing??\"">>
<<SetSpeaker "APARTMENT 403">>
<<AddParagraph "The knob rattles as the door whips open, cutting off any further potential chastisement. A blond man wielding a steak knife stands before you, wild-eyed, flecks of water and dish soap saturating the lower part of his shirt. He is *not* having a good day.">>
<</if>>
<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "\"I don’t know who you think lives here, motherfuckers, but I’m warning you...\"">>
<<BlankSpeaker>>
<<AddParagraph "Or at least, he was about to warn you. The way his eyes fixate on the RCM watermark on Kim’s jacket, you suspect that you were not what he was expecting to find behind that door.">>
<<AddOption "\"We’re with the RCM. May we come in?\"" 4FFuckNo>>[[|4FFuckNo]]
<<AddOption "\"Shit, sorry. Wrong apartment. Have a nice day.\"" 4FRetreat>>[[|4FRetreat]]<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "\"I’m sorry, can you what? The fuck you may *not*.\" The man’s exceedingly confused features curl into a sneer.">>
<<PassiveSkill "Half Light">>
<<AddParagraph "Two RCM officers show up to kick in his door in the light of day, and he’s talking back to you? This idiot’s got more guts than sense.">>
<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "\"What is this, fucking Martinaise? You can’t just go around kicking in people’s doors like you own the place. I’m calling your boss. You have to replace my door!\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Of course. We apologize. This was *most* uncalled-for.\" You get the distinct impression Kim is not merely addressing the tenant.">>
<<SetSpeaker YOU>>
<<AddParagraph "Two gloved hands are applying a rather uncompromising pressure against your person, forcing you back toward the stairwell – and perhaps most importantly, away from the door. This interview, such as it is, is over.">>
<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "The lieutenant doesn’t give the tenant any more option in that matter than he gives you. The man manages a couple more obscenities before Kim cuts him a single look over his shoulder. You’d almost feel bad for the guy, if it didn’t settle the screaming civilian issue so easily. Mercifully, the knob does not fall out of the door as it clatters shut.">>
<<SetSpeaker YOU>>
<<AddParagraph "Uh, Kim – ">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"No.\"
<<SetSpeaker YOU>>
<<AddParagraph "But – ">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"You’ve done enough here, Officer.\" He points. \"Now.\"">>
<<AddOption "Looks like we’re going back downstairs. Well, shit." 3FHall>>[[|3FHall]]<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "The man flicks his eyes back and forth between you and the lieutenant. With little more than a short, very confused nod, he opts to swing his injured door shut.">>
<<PassiveSkill Drama>>
<<AddParagraph "Perhaps he has heard it said that discretion is the better part of valour.">>
<<PassiveSkill Volition>>
<<AddParagraph "Perhaps he knows better than get in the middle of whatever the fuck has the RCM kicking down doors at 9 in the morning.">>
<<PassiveSkill Authority>>
<<AddParagraph "When will you stop letting your partner push you around with a single look? You haven’t even noticed yet, but you’re about to crumple like cheap tin.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The look said partner is currently wearing is almost flat, save for the tension in the jaw and the small flare to his nostrils. This one’s never a good sign.">>
<<SetSpeaker YOU>>
<<AddParagraph "No one makes him wear it more easily than you do. That’s... hang on. What does that mean, exactly?">>
<<PassiveSkill Composure>>
<<AddParagraph "That you get under his skin. That you slide under his defences in a way most can’t. !!! If we want a Thought Cabinet for ‘Kim Might Be DTF’, this may be somewhere we could drop a potential trigger for it. Not the only one of course, because this option will probably never see the light of day lol. !!!">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Are we quite done here, Officer?\"">
<<PassiveSkill Empathy>>
<<AddParagraph "Yeah... he’s pissed.">>
<<AddOption "Let’s go, then." 3FHall>>[[|3FHall]]<<SetSpeaker YOU>>
<<AddParagraph "You give a few sharp raps dead centre – your cop knock. It doesn’t take long for heavy footsteps to torture a few creaks out of the floor inside the apartment. The door swings open to reveal a blond man in his mid-thirties, wiping water of his forearms with a dishtowel.">>
<<AddParagraph "\"Oh, for – look. I don’t want any, I don’t need any, I’ve heard the good news, I’m happy with my service. Have a good day.\" He moves to swing the door shut.">>
<<AddOption "Stick your foot in the way." 4FInterview>>[[|4FInterview]]<<SetSpeaker YOU>>
<<AddParagraph "The cheap fibreboard echoes helplessly as it connects with green snakeskin.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 9>>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "\"I’ll have a better day if you can give us some information. RCM.\"">>
<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "The door opens wide enough for the tenant to peer around it, actually taking a moment to take you both in.">>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "If you’re being honest with yourself, you know which one of you screams cop, and which one of you just... screams. It’s times like this you’re relieved to have your badge back. You pull it out to show him, and just for good measure, step to the side so he can appreciate the lieutenant’s... posture.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "He’d have to be *dead* not to appreciate the lieutenant’s ‘posture’.">>
<<PassiveSkill Volition>>
<<AddParagraph "The man’s a consummate professional. His bearing absolutely screams ‘cop’, that’s all. It sends the right message.">>
<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "Whatever that message may be, it does appear to be the right one. The tenant opens the door all the way, gesturing you inside.">>
<<else>>
<<SetSpeaker YOU>>
<<AddParagraph "\"I’ll have a better day if you just let me in.\" Okay, that didn’t come out right. \"Because I want something.\"">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "Really not better.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Well, *we* want something. From you.\"">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "Please, just shut up. I’m begging you.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant clears his throat behind you. \"What my partner is trying to say is that we’re hoping you can give us some information related to an investigation. We’re RCM.\"">>
<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "The man widens the door enough to peer around it at you with a smirk. \"Your partner, eh? Didn’t realize the RCM condoned that sort of thing.\"">>
<<set $HahaPartners += 1>>
<<set _roll to rollDice() + $FYS + $HahaPartners>>
<<if _roll >= 12>>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Oh, he definitely means fuck-partners. He’s suggesting you and Kim do the business, as it were. !!! Rolling EC for this. Do we want to roll Reaction Speed? [check set to 12?]!!!">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Pretty well all cops are partnered,\" you assure him, perhaps a touch quicker than necessary. \"For work purposes.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "There’s a sigh from behind you. \"Very smooth, detective.\" The lieutenant steps around you to give the man his most professional eyebrow. \"May we come in? This shouldn’t take long.\"">>
<<else>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Pretty well all cops are partnered,\" you assure him. \"At least, anyone who does field work has a partner. It’s both for safety and to hopefully improve accountability.\"">>
<</if>>
<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "He’s still smirking at you, but at least he doesn’t seem to think you’re trying to sell him something anymore. He opens the door and gestures you both inside.">>
<</if>>
<<SetSpeaker "APARTMENT 403">>
<<AddParagraph "A family lived here during the Revolution, and they died here too. In the kitchen walls tiles are replaced with mortar, smooth and solid plugs smattered across the wall to fill where the shells came in during dinner. The survivor stood where you are now, and did not remain for the repairs. The apartment breathes slowly. It remembers how to keep a family safe, even if it failed once. It likes its current occupant, uncomplicated and simple, as close to a good man as one gets in this building.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Thank you for agreeing to speak with us.\" The soothing cadence of Revacholian speech pulls you from your {reverie? Reflection?}. \"I am Lieutenant Kitsuragi. This is Lieutenant-yefreitor du Bois. Are you this unit’s regular tenant?\"">>
<<SetSpeaker "UPSTAIRS NEIGHBOUR">>
<<AddParagraph "The man nods. \"I am. André Svoboda, pleased to make your acquaintance.\" He gestures you to his modest dining table. \"My grandfather was Graadian,\" he adds, as if his surname is a matter of some concern.">>
<<PassiveSkill Logic>>
<<AddParagraph "Why would the RCM give a shit about who his grandfather was? We’re looking into murders, not dynasties.">>
<<SetSpeaker YOU>>
<<AddParagraph "It’s a modest apartment, nothing unusual for the area or the building. Bits of clutter here and there. The radio swings into another upbeat ditty from the late ‘30s. A dining chair creaks under your weight as you sit, mercifully louder than your bones do.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "Kim pulls out his latest notebook, a quiet *clak-clak* as it falls open to the newest clean page. He pulls out his pen and looks to you.">>
<<AddOption "Take the lead on the interview" 4FHarryTalks>>[[|4FHarryTalks]]
<<AddOption "Sit back and let Kim do the talking." 4FKimTalks>>[[|4FKimTalks]]<<KimfluenceGained 1>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Ok, my post-Graadian friend! Tell us what you know.\" You lean back into the seat and shoot him a grin. Make the man feel at ease.">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 10>>
<<PassiveSkill Suggestion>>
<<AddParagraph "You’ve always been good at getting people to talk, but this part you’re getting better at. It helps that your features aren’t so distorted, these days. You open up your body language as you smile, and here, now – don’t stare the man down.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Certainly, officer. Whatever helps. I assume this is about the altercation I heard last night?\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Could be. What did you hear? When did you hear it?\" Beside you, the lieutenant’s pen begins its meticulous record-keeping.">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 9>>
<<PassiveSkill "Composure">>
<<AddParagraph "His leg absolutely does not begin to bounce on the spot. At least, not after the initial clench of muscle. It is as still as he can make it.">>
<<set $knowKimsCorpseClue +=1>>
<</if>>
<<else>>
<<PassiveSkill Electrochemisty>>
<<AddParagraph "Stand back, and watch how it’s done.">>
<<BlankSpeaker>>
<<AddParagraph "Your lips curl out further and further, unfurling like a particularly suggestive flower. Your eyes widen, two luscious little points of intensity bearing down on him, driving it home. Finally, your head – tip it just so, yes, that’s it! The Expression!">>
<<PassiveSkill Suggestion>>
<<AddParagraph "That was absolutely, completely, without question, *not* what I had in mind.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "The Expression has all the subtlety of a freight train, and judging by the face of the man across from you, it has about the same effect. His nose curls as if he’s smelled something rank, and a bit alarming. He looks back and forth between you and the lieutenant.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Detective.\" Your partner has put a gloved hand on your forearm. He does not wince when you turn to look him dead in the eye.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Look, I’ll tell you whatever you want, ok? Just...\" He waves a hand in your general direction.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Excuse me, are you suggesting there’s something wrong with all of this?">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "Kim pats your arm a couple times. \"Please forgive my partner, Mister Svoboda,\" he tells the man. \"He suffers from a sort of... facial palsy. Please, continue.\"">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Excuse me? *Facial palsy*? That may be one of the least fuckable things he’s ever said about you! Take that back!">>
<<SetSpeaker YOU>>
<<AddParagraph "Fortunately for those assembled, not least of which yourself, the Expression is no longer a fixed compulsion on your features. Your brow furrows in indignation, your upper lip pulls down over your teeth again and just like that – the spell is broken.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Right.\" He’s watching you as you turn back from looking at Kim, but he holds his tongue. Perhaps wisely so. \"Okay, then. What was it you wanted, again?\"">>
<<SetSpeaker "YOU">>
<<AddParagraph "\"There was an incident that took place last night in your building. Did you see or hear anything at all between about 21:00 last night and 7:00 this morning?\"">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "Beside you, the lieutenant’s leg bounces precisely twice before the muscle stiffens, forcing it completely still. Agitation.">>
<<set $knowKimsCorpseClue +=1>>
<</if>>
<</if>>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "The man nods, eyes seeking upward as he thinks. \"It was shortly after midnight... maybe half twelve? The people in the flat below mine were really getting into one. Woke me out of a dead sleep, they did.\"">>
<<PassiveSkill Suggestion>>
<<AddParagraph "He wasn’t pleased at the time. Now, it makes him feel important. He’ll tell you anything you want to know.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Honestly, they weren’t at it very long, but it must have been one hell of a fight. He finally smartened up enough to shut up, but it didn’t make his wife any happier. Sounded like she ripped him a new asshole.\"">>
<<AddOption "Hang on a minute. Wife?" 4FWrong>>[[|4FWrong]]<<KimfluenceLost 1>>
<<SetSpeaker YOU>>
<<AddParagraph "You lean back slowly, letting the back of the seat take your weight. The apartment doesn’t really tell you much as your eyes begin to wander over it. Admittedly, it’s probably not relevant to the investigation – why would it? A small television is visible but sleeping in the living area. One sofa, two end tables. A couple more dishes in the drying rack than you’d expect for a single man living alone. Maybe – ">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Khm.\" Oh, right. \"Mister Svoboda. We are investigating an incident that took place overnight last night in the unit immediately below yours. Were you home between 23:00 last night and 7:00 this morning?\"">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"I was.\" He gives a perfunctory nod. \"I bet you’re wondering if I heard it, too.\"">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 8>>
<<PassiveSkill Drama>>
<<AddParagraph "He’s not concerned at all. If anything, he’s smug.">>
<<else>>
<<PassiveSkill "Perception (Hearing)">>
<<AddParagraph "It would be hard *not* to hear something, given the description in the noise complaint.">>
<</if>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"We have received reports on the... *khm*. The noises. Between what times did you hear them?\"">>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 12>>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "Is that... is that *pink* in the lieutenant’s complexion? No, not quite...">>
<<PassiveSkill "Inland Empire">>
<<AddParagraph "But it’s where pink would be, were he the blushing sort.">>
<<PassiveSkill "Composure">>
<<AddParagraph "This man’s got so much self-control, he can will his own bloody capillaries to mind their manners. Why does he care, though? Kim would barely blink at a full-blown orgy.">>
<<set $knowKimsCorpseClue +=1>>
<</if>>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Half twelve, maybe? Not long after midnight. Woke me out of a dead sleep, they did.\"">>
<<PassiveSkill Suggestion>>
<<AddParagraph "He wasn’t pleased at the time. Now, it makes him feel important. He’ll tell you anything you want to know.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Honestly, they weren’t at it very long, but it must have been one hell of a fight. He finally smartened up enough to shut up, but his wife wasn’t having it. Sounded like she ripped him a new asshole.\"">>
<<AddOption "Hang on a minute. Wife?" 4FWrong>>[[|4FWrong]]<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"I mean, I assume wife. Whoever she was, she was a lady and they were definitely having a domestic of some kind in the middle of the night. Maybe a mistress or something. Though now that you say it, I don’t know that she was his usual, you know what I mean?\" He inclines a very meaningful eyebrow at you. It suggests you should *definitely* know what he means.">>
<<SetSpeaker YOU>>
<<AddParagraph "Unfortunately, police reports require something a little more explicit than an eyebrow. \"Could you be specific?\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"I don’t know that we need you to be too specific,\" the lieutenant is quick to add.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Oh no, I don’t mind!\" He’s really getting into this, now. \"He wasn’t bad when I first moved in, but the past year or so he’s caused some real disturbance. He likes to bring company home – *loud* company.\"">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "He’s saying our boy *fucked*.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"You’re certain he was not the ‘loud company’ himself?\" He’s still scratching away in his notebook. The corner of his mouth absolutely does not curl up by the faintest hairsbreadth.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"I mean... maybe sometimes. Couldn’t have been him every time, though. Point being, maybe the missus caught him in his game. If you find her, she can definitely tell you more.\"">>
<<AddParagraph "He leans back, arms crossed as if he’s done. His features look very smug for a man who’s given you precious little.">>
<<PassiveSkill Logic>>
<<AddParagraph "It’s not like you didn’t already know there was a second person in the apartment. At best, he’s told you the second person had a high-pitched voice. You found no evidence of a wife in your initial search.">>
<<if $autVBite >=1>>
<<PassiveSkill Logic>>
<<AddParagraph "That said, it’s possible this second person is the one involved in the antemortem sexcapades. Here’s hoping the lab can pull some info off the body. Which, of course, they were already going to attempt anyway.">>
<</if>>
<<if $knowKimBite >=1>>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "Whoever this ‘woman’ was, she wasn’t his wife. Or, if she was, she’s not the type to get mad about him having sexual encounters with other people. Whatever sort of person the victim may have been, it’s not the sort Kim is.">>
<</if>>
<<SetSpeaker YOU>>
<<AddParagraph "\"Okay, so the person living below you got into a brief fight with a... womanly-sounding person.\" You gesture for him to go on. \"Can you tell us anything else about them? Have you seen any of this man’s guests, women or otherwise?\"">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Look, I dunno. There was a bunch of banging, some yelling, and then no yelling. I was trying to sleep.\" He really doesn’t seem to care. \"I do have something you’ll want to know about, though.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Could you make out what they were yelling about?\" The lieutenant’s pen is at the ready, waiting for something, anything useful.">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Not really. But come here, I’ll show you something.\" He stands up, gesturing you over to the small window overlooking the alleyway.">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "There better be a big sign with the victim’s name down there. This guy’s useless.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "He’s a good man, Kim. Good enough you can barely hear the small sigh he gives before standing up to follow the man over.">>
<<AddParagraph "\"... Detective.\" He’s not even looking at you. His eyes are fixated on something below, in the alley.">>
<<set $seenAlley = 1>>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"Now this, this is what I’m talking about.\" The man begins to flap his gums again as you join Kim at the window. You narrow your eyes, squinting around the warping in the glass at some movement down below.">>
<<if $knowCuno == 0>>
<<set _roll to rollDice() + $MOT>>
<<if _roll >= 10>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "[this check is set to 10. edit this later.] They may be four stories down, but there’s no mistaking the two little ginger-haired figures in the alley below. You spent way too much time with those little shits in Martinaise during your formative... weeks to ever be able to forget them. Rooting around through an open skip, flinging rubbish about and screeching at each other, are Cuno and Cunoesse.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"... Well no shit.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"I’m compelled to disagree, detective.\" His voice lilts up, amused. \"It definitely looks like shit down there, to me.\"">>
<<set $knowCuno = 1>>
<<else>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "It’s a long way down from here, and the whorls are distorting the scene below just a little too much. Or at least, that’s what you’re going with. You can make out two small figures rooting about through an open skip, but beyond that, it’s mostly just a blur of grunge and motion.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "This doesn’t have a damn thing to do with your eyesight. There’s nothing wrong with it. You’ve never been some noodle-armed little binoclard, and you’re not about to start now.">>
<<PassiveSkill Logic>>
<<AddParagraph "Kim wears glasses.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "How do you suppose he looks without them? You should find out.">>
<<PassiveSkill "Perception (Hearing)">>
<<AddParagraph "Hold on a minute. You may not be able to see them, but those sounds... they’re strangely familiar. On some basic, formative level, you know these sounds.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Sunlight in your eyes, detective?\" Is he – is Kim teasing you?? \"Well. I suppose I’d almost rather be blinded by the glare.\"">>
<</if>>
<<else>>
<<PassiveSkill "Perception (Sight)">>
<<AddParagraph "The alley looks exactly as you expect it to look. Rubbish, brick and cobble, and two screechy ginger adolescents. Nothing suspicious about it.">>
<<SetSpeaker YOU>>
<<AddParagraph "It takes a moment of scanning the area before you realize that Cuno and Cunoesse are the reason the tenant's dragged you over.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The expression on the lieutenant’s face next to you is placid, calm. He’s done here.">>
<</if>>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "\"... a real public menace, you know? Constantly in and out of the bins, they reek to high heaven, probably into drugs – \"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Thank you for your help today, Mr Svoboda.\" Kim turns from the window with the smallest of tactful smiles. \"If you think of anything else related to the disturbance last night, please don’t hesitate to contact the RCM.\"">>
<<SetSpeaker "ANDRÉ SVOBODA">>
<<AddParagraph "The man is gobsmacked. He’s being blown off, and he knows it.">>
<<AddParagraph "\"But the kids in the alley – you have to do something about them! They – \"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"We’re part of the Major Crimes unit, sir. Juvenile offenders and petty disturbances are outside our purview.\" He catches your eye, sparing you a private grin as he does. \"Coming, detective?\"">>
<<AddParagraph "\"Mr Svoboda.\" You give the tenant a wink and a perfunctory nod before following Kim to the door. \"Real pleasure. Nice place.\"">>
<<if $knowCuno == 0>>
<<AddOption "Head back down." 4FCunoTalk>>[[|4FCunoTalk]]
<<else>>
<<AddOption "Back to the third floor." 3FHall>>[[|3FHall]]
<</if>><<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"You know, aging can be hard for some men.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"... Oh?\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant pushes the door shut behind you as you enter the stairwell. \"Mm. The body begins to go through some changes, you know. It’s perfectly natural, though. Very normal.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "Oh, he’s definitely giving you shit.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Who’s he think you are, anyway? Changes?? You’re every bit the beefcake you’ve ever been. You could take him any day.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "You could try. Tell him so. Tell him you want to take him. Do it.">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Yes, do it! You tell him, supercop!">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "Oh, this is an excellent idea.">>
<<AddOption "Do it." 4FDoIt>>[[|4FDoIt]]
<<AddOption "You’re reckless, but you’re not *that* reckless." 4FDoNot>>[[|4FDoNot]]<<SetSpeaker YOU>>
<<AddParagraph "Focus, focus. What was he saying? Right, aging.">>
<<AddParagraph "\"If you’re trying to tell me you’re having a hard time with it, I’m here for you, buddy.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Me? Oh, no.\" His face is neutral. His tone is downright jovial as he reaches up to very pointedly adjust his glasses. \"*I* made peace with it a long time ago.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Are you suggesting I need glasses??\"">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "You most definitely do *not* need glasses.">>
<<PassiveSkill Volition>>
<<AddParagraph "Mmm... how sure are you about that?">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Oh, right. I suppose the sun was just in your eyes, hm?\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"... Maybe.\"">>
<<PassiveSkill Logic>>
<<AddParagraph "Actually, though it has stopped raining, it’s still quite overcast.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"At least this time you weren’t missing out on much. Just a couple of... well. Painfully familiar youths.\" He almost wrinkles his nose at that.">>
<<SetSpeaker YOU>>
<<AddParagraph "Hang on. Painfully familiar? You’re not familiar with any kids, not really; they’re usually more under Counter-Truancy or Juvenile Crimes. In fact, the only kids you can think of off the top of your head are...">>
<<SetSpeaker YOU>>
<<AddParagraph "\"No.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant reaches past you to open the door to the third floor as you stutter to a halt. \"Oh yes, Detective. Unfortunately so.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"... Cuno.\"">>
<<AddOption "Somehow, I’d rather talk to the dead guy." 3FHall>>[[|3FHall]]<<SetSpeaker YOU>>
<<AddParagraph "You spin on the spot as your foot hits the first landing, giving the lieutenant a challenging grin. \"You say that, but I think I could take you.\"">>
<<PassiveSkill "Reaction Speed">>
<<AddParagraph "He froze. Just for a second, did you see that?">>
<<PassiveSkill "Physical Instrument">>
<<AddParagraph "Because he knows it’s true! Just look at you!">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Oh you think so, do you?\" He pushes his way onto the landing using nothing but his personal space and a sharp look. It’s enough to back you up a step to let him.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "You should elaborate.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Damn right. I’ll show you my perfectly natural ‘changes’ up close and personal. What, don’t think I would?\"">>
<<PassiveSkill Composure>>
<<AddParagraph "Is it hot in this stairwell??">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Don’t think you would what, Detective? Take me?\" He lets out a small huff, almost a laugh.">>
<<PassiveSkill Authority>>
<<AddParagraph "Almost a challenge.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"You know, I don’t know if you could.\"">>
<<PassiveSkill Authority>>
<<AddParagraph "*Definitely* a challenge. Does he think – ">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"At any rate, no one is taking anyone at the top of a flight of stairs.\" Oh. Right. He points one gloved hand downward, toward the next landing.">>
<<PassiveSkill "Pain Threshold">>
<<AddParagraph "Man’s got a point.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"... Fine,\" you grumble. He can have this one. You turn to make your way down again.">>
<<PassiveSkill Authority>>
<<AddParagraph "It absolutely does not mean you agree.">>
<<PassiveSkill Electrochemistry>>
<<AddParagraph "... Did you catch that tone, though?">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Now, if you’re quite through, I’m afraid I have to break some bad news to you. About that alley.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "Uh oh.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"I’m desperately hoping it won’t become relevant, but the two little reprobates down there...\" He breathes a resigned sigh out through his nose. \"I recognized them.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"From your juvie days?\" He hates that time. It’s understandable.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"No, Detective. You will, too.\" He allows himself a smirk. \"Well, if you get close enough to see them, of course.\"">>
<<PassiveSkill Encyclopedia>>
<<AddParagraph "Statistically unlikely. You still remember so few people from before your attempt at self-obliteration in Martinaise, and given that you’re not Juvenile Crimes, very few of your cases actually involve children in any meaningful capacity. There have been nine over the past year in which youth were involved, of which only three were teenagers. Of those three, the two most notable would unquestionably have to be – ">>
<<PassiveSkill Composure>>
<<AddParagraph "Ah, fuck.">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Ah, fuck.\"">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Indeed.\"">>
<<SetSpeaker YOU>>
<<AddParagraph "\"... Cuno.\"">>
<<AddOption "I’d almost rather talk to the stiff." 3FHall>>[[|3FHall]]<<PassiveSkill "LOGIC">>
<<AddParagraph "Oh. Well. Excuse *me*, Mr. Normal Cop. Detective Ordinary. Lieutenant Expected. You are *clearly* an expert on what *normal people* do.">>
<<AddOption "It is too fucking early to be sassed by my own brain." BrainSass>> [[|BrainSass]]<<SetSpeaker "Electrochemistry">>
<<AddParagraph "You know what else *normal people* do? They tell people when they *like* them. And you *like* Kim. You want to hug him, you want to kiss him, you want him to bend you over that bench over there and -">>
<<AddOption "That's quite enough from you, thanks." ToTheAlcohol>>[[|??????????]]
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant looks at you, surprise quickly smoothing over to guarded curiosity. \"Well, Detective,\" he says, speaking slowly. \"It's cold out. Sleeves were invented to protect against the cold, you see. As were pants.\"">>
<<AddOption "\"Yes, I am familiar with pants. The sleeves of the leg.\"" LegSleeves>> [[|LegSleeves]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant hums in agreement with this pearl of wisom.">>
<<AddOption "\"But you see, sleeves, like pants, can also be used to conceal things. You're hiding something.\"" HidingSomething>> [[|HidingSomething]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Mm?\" He blinks at you through his round glasses.">>
<<AddOption "\"You. You're cool. Smoking, not smoking. Sleeves rolled up, sleeves rolled down. Doesn't matter. You make it cool.\"" SleevesDown>> [[|SleevesDown]]<<set _roll to rollDice() + $MOT>>
<<if _roll >= 7>>
<<SkillSuccess>>
<<PassiveSkill "REACTION SPEED">>
<<AddParagraph "Immediately, his left hand darts to the edge of his right sleeve, pulling it more securely down around his slender wrist.">>
<</if>>
<<KimfluenceGained 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Ah. Erm.\" The lieutenant's ears glow red in the grey light. A small smile twitches to his lips. \"Thank you, Detective. But I thought I was the one with the poor eyesight between the two of us?\" Hands in his pockets, he nudges your ribs with his elbow.">>
<<PassiveSkill "INLAND EMPIRE">>
<<AddParagraph "Kim Kitsuragi is a man of few smiles. This one is small but precious. Like a tiny gem. Treasure it.">>
<<PassiveSkill "CONCEPTUALIZATION">>
<<AddParagraph "It's beautiful. It makes your lungs pause in their cycle of breath.">>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "And it makes your dick swell in your--">>
<<PassiveSkill "VOLITION">>
<<AddParagraph "Seriously? Is nothing sacred? Just enjoy the damn man's smile.">>
<<AddOption "\"It's not about eyesight. It's about having a sense of taste.\"" Taste>> [[|Taste]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant arches an eyebrow and gives your outfit a long, slow once-over, lingering on your tie. \"Mmm. I'm not sure if that's the compliment you think it is, Detective.\" His eyes gleam with amusement.">>
<<SetSpeaker "HORRIFIC NECKTIE">>
<<AddParagraph "\"NOT A COMPLIMENT? YOU'RE ONE TO TALK, BINOCLARD. ORANGE IS NOT YOUR COLOUR!\"">>
<<AddOption "\"Anyway. All that to say, I'm sure the reason you have your sleeves rolled down is because of Fashion and not because you're hiding something.\"" HidingSomething>> [[|HidingSomething]]<<set $knowKimjury to 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant's back goes ramrod straight. The smiling gleam in his eye is gone. He *is* hiding something, and that reaction confirmed it.">>
<<PassiveSkill "EMPATHY">>
<<AddParagraph "*Human can-opener*, he thinks. He hates how easily you see through him.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "With a resigned sigh, the lieutenant rolls up his right sleeve, revealing the pale skin and corded forearm you are used to seeing. Blotchy bruises mar the skin above his wrist, the livid sort of red and purple that says they're recent. \"Before you say anything,\" he says, showing more teeth than usual as he speaks, \"it's fine. *I'm* fine. I took care of it.\"">>
<<set _roll to rollDice() + $PSY>>
<<if _roll >= 9>>
<<PassiveSkill "EMPATHY">>
<<AddParagraph "He wants to make it clear that he handled it himself. He doesn't want you to see him as a victim, here.">>
<</if>>
<<set _roll to rollDice() + $INT>>
<<if _roll >= 8>>
<<PassiveSkill "VISUAL CALCULUS">>
<<AddParagraph "The bruises form a familiar shape, the imprint of someone's hand. You've seen it often enough on domestic abuse victims. An argument escalates, someone tries to retreat, but the second interlocutor grabs them by the arm and drags them back. Instinctively, you search the rest of Kim's bare skin for obvious marks. There is no bruised cheek, no split lip or bloodied nose. If the grabber inflicted any other damage onto your partner, it isn't physically obvious.">>
<</if>>
<<PassiveSkill "HALF LIGHT">>
<<AddParagraph "The edges of your vision turn red. Someone *hurt* him. Who would dare?">>
<<AddOption "\"Oh wow. Here I was, thinking it was an embarrassing tattoo or something.\"" Tattoo>> [[|Tattoo]]
<<AddOption "\"Are you okay?\"" YouOkay>> [[|YouOkay]]
<<AddOption "\"Who fucking hurt you?\"" WhoFucking>> [[|WhoFucking]]
<<AddOption "Don't talk. Words are overrated. Just let out a weird, feral growl to show your displeasure." Growl>> [[|Growl]]
<<AddOption "Poke at the bruises." PokeBruises>> [[|PokeBruises]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Sorry to disappoint you," he says dryly, "but my only tattoo is the Insulindian Phasmid on my lower back.\"">>
<<AddOption "\"Wait, really?\"" WaitReally>> [[|WaitReally]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Of course not.\"">>
<<AddOption "\"You disappoint me, Kim.\"" Disappointed>> [[|Disappointed]]
<<AddOption "\"Well, I know what *my* first tattoo is going to be!\"" FirstTattoo>> [[|FirstTattoo]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant smirks and pats your shoulder with one gloved hand. \"We all must learn to live with our disappointments, Detective. You'll manage. Regardless, thank you for not making a big fuss about the bruises. They were nothing, as I told you.\"">>
<<AddOption "\"I know you can handle yourself, Kim.\"" HandleYourself>> [[|HandleYourself]]\"">><<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant sighs and rubs the bridge of his nose, right where the glasses have left a crease. \"I'm honestly more surprised that you don't already have one. Regardless, thank you for not making a big fuss about the bruises. They were nothing, as I told you.\"">>
<<AddOption "\"I know you can handle yourself, Kim.\"" HandleYourself>> [[|HandleYourself]]<<KimfluenceLost 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant immediately snatches his arm away, freezing you with a baleful look. He yanks the sleeve back down with finality. \"There. Now you've seen them. Shall we move on, Officer?\"">>
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]<<set _roll to rollDice() + $FYS>>
<<if _roll >=8>>
<<SkillSuccess>>
<<PassiveSkill "HALF LIGHT">>
<<AddParagraph "Seeing your partner like this, marked by the hands of some beast, lights up something protectively primal within you. The growl you squeeze through your teeth doesn't sound human. You want to tear apart the person who did this, *literally*, with claws and fangs you do not have. You want to spill his viscera out on the sidewalk.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant stares at you, startled by the growl. He stands frozen, eyes wide, one hand still holding his sleeve. \"Erm. Detective? Are you... growling?\"">>
<<PassiveSkill "PHYSICAL INSTRUMENT">>
<<AddParagraph "He is clearly in awe of your display of virility. Good. Keep growling. Puff up your chest.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant snaps his fingers in front of your face. \"*Detective.*\" His sharp tone cuts through more sharply than the snap of his fingers. When he arches one eyebrow at you, your growl chokes off into an embarrassing whimper. \"What the fuck was that?\"">>
<<AddOption "\"Sorry. I forgot how to use words for a bit. Are you okay?\"" YouOkay>> [[|YouOkay]]
<<AddOption "\"That was Primal Speak for *Who fucking hurt you?*\"" WhoFucking>> [[|WhoFucking]]
<<AddOption "Poke at the bruises." PokeBruises>> [[|PokeBruises]]
<<else>>
<<SkillFailure>>
<<PassiveSkill "HALF LIGHT">>
<<AddParagraph "You try to muster a threatening growl, but the sound gets caught in your throat. You cough instead, hacking like a cat with a hairball. The lieutenant watches this entire sorry display with bemusement. He pats your back to encourage you to not choke.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Are... you alright, Detective?\"">>
<<AddOption "\"I should be asking *you* that. Are you okay?\"" YouOkay>> [[|YouOkay]]
<<AddOption "\"Sorry. I was choking on my rage. Who fucking hurt you?\"" WhoFucking>> [[|WhoFucking]]
<</if>><<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant pulls his sleeve back down, his back straight and shoulders stiff. \"I have suffered worse injuries from worse people, Detective,\" he says, his voice calm, even dispassionate.">>
<<AddOption "\"Yeah, and whoever hurt you is going to suffer even worse injuries once I know who it is.\"" WorseInjuries>> [[|WorseInjuries]]
<<AddOption "\"I know. I've *also* gotten worse bruises trying to put on pants, but at least the pants didn't hurt me *on purpose*.\"" PantsInjury>> [[|PantsInjury]]
<<AddOption "\"I know you can handle yourself, Kim.\"" HandleYourself>> [[|HandleYourself]]
<<AddOption "\"NEVER AGAIN. I WILL GUARD YOUR BODY WITH MY LIFE.\"" GuardYourBody>> [[|GuardYourBody]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant blinks at you in confusion. \"Why are you shouting?\" he asks, looking up and down the empty street to make sure no one else heard you.">>
<<PassiveSkill "DRAMA">>
<<AddParagraph "You are his knight, sire! Tell him you are honourbound to protect him from harm! Kneel to show him your dedication!">>
<<AddOption "Get down on one knee in front of Kim." OneKnee>> [[|OneKnee]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant's eyes go nearly as round as his glasses. His ears are a nearly fluorescent shade of pink. \"*Now* what are you doing?\" he asks, exasperated.">>
<<PassiveSkill "SUGGESTION">>
<<AddParagraph "He does not seem convinced. Perhaps, if you shared with him some small physical token to represent your promise to honor and protect him? Perhaps the cheap ring on your finger?">>
<<set _roll to rollDice() + $INT>>
<<if _roll >=11>>
<<PassiveSkill "LOGIC">>
<<AddParagraph "Hold on. Something isn't-- Oh. *Oh*, now you see it.">>
<<AddOption "Fuck it. Might as well roll with it. Propose to Kim." Propose>> [[|Propose]]
<<AddOption "[Savoir Faire - Easy 8] \"I had a whole speech planned about keeping you safe, but now I'm not sure I can get back up from this position.\"" GetBackUp>> [[|GetBackUp]]
<<else>>
<<PassiveSkill "LOGIC">>
<<AddParagraph "That sounds like a great idea! What could go wrong?">>
<<AddOption "Pull the cheap novelty ring off your finger and offer it to Kim. \"Kim Kitsuragi, I promise to honor and protect you as my partner for the rest of our lives...\"" Propose>> [[|Propose]]
<</if>><<set _roll to rollDice() + $MOT>>
<<if _roll >= 8>>
<<SkillSuccess>>
<<PassiveSkill "SAVOIR FAIRE">>
<<AddParagraph "Your joints protest the cold and the position, but you still move smoothly back to your feet. Your wet pantleg clings to your shin. The lieutenant shakes his head at you as he heads for the Kineema.">>
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]
<<else>>
<<SkillFailure>>
<<PassiveSkill "SAVOIR FAIRE">>
<<AddParagraph "You were shot in the leg about a year ago. The wound has healed, sure, but your hip joint has never forgiven you for the damage. It is doing its damnest now to make its displeasure known.">>
<<AddOption "\"Kim? Can you give me a hand?\"" Help>> [[|Help]]
<</if>><<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"No.\" The unimpressed lieutenant heads for the Kineema, leaving you to roll around ungracefully in the street.">>
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]<<SetSpeaker "YOU">>
<<AddParagraph "The rain is starting to pick up again, tasting cold and metallic. Your right pantleg is thoroughly soaked. You ignore it all as you wax poetic about how important Kim is to you, about how you will always be by his side.">>
<<KimfluenceLost 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant folds his arms across his chest as he listens to your speech. He does not look amused. \"Harrier du Bois, this might be the one point in my life where I really, really hope you are drunk,\" he drawls. \"Get up.\"">>
<<PassiveSkill "EMPATHY">>
<<AddParagraph "He's not sure where the joke is supposed to be here, but he's fairly certain you're making one at his expense. That's hurt and embarrassment in his voice. Not anger.">>
<<AddOption "[Savoir Faire - Easy 8] Put the ring away and get back up." GetBackUp>> [[|GetBackUp]]<<KimfluenceGained 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "Something softens in his posture, in the plastic tightness of his expression. He nods in appreciation. \"Good. Then you will believe me when I say again that I *handled* it.\"">>
<<AddOption "\"Can you tell me what happened?\"" TellMe>> [[|TellMe]]
<<AddOption "\"Gotcha. I should be more worried about the other guy.\"" OtherGuy>> [[|OtherGuy]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant's face twists in an expression between a smile and a grimace. \"Yes, Detective,\" he says softly. \"You probably should.\"">>
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant stares at you for a long moment, thinking. The cold rain is starting to pick up again, sticking his hair to his head and drowning the lenses of his glasses. It is difficult to read him like this.">>
<<AddParagraph "Eventually, he nods, his lips pressed into a grim line. \"Maybe. But not here. I need a drink first.\"">>
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant looks down at the pants in question. \"No, I imagine the pain caused by those pants was self-inflicted,\" he says dryly.\"Any tighter, and they would cut off the blood supply to your extremities.\"">>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "Don't worry, baby. There's plenty of blood supply for the extremity that matters.">>
<<PassiveSkill "VOLITION">>
<<AddParagraph "Can you *not* right now? We really don't need to be thinking of erections while Kim is staring right at our crotch!">>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "Are you joking? That's the perfect time!">>
<<AddOption "[Electrochemistry - Medium 10] Make sure you don't have a boner." Boner>> [[|Boner]]<<set _roll to rollDice() + $FYS>>
<<if _roll >= 10>>
<<SkillSuccess>>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "You've got this. Sure, it's been a while since your little soldier has seen some action, but at least he knows when to hide in his bunker.">>
<<else>>
<<SkillFailure>>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "You definitely have a boner. You're welcome.">>
<<PassiveSkill "VOLITION">>
<<AddParagraph "Oh. Oh God. Not now. You just looked at a dead body. Kim just showed you his bruised arm. This is *not* the time for your trouser snake to relearn how to disco.">>
<<PassiveSkill "ELECTROCHEMISTRY">>
<<AddParagraph "Hey, don't blame me. This is because you haven't gotten me laid yet.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "If the lieutenant notices your growing giggle-stick, he's classy enough not to comment.">>
<</if>>
<<AddOption "\"The pants were a metaphor. I just meant... are you okay?\"" YouOkay>> [[|YouOkay]]<<KimfluenceLost 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Enough,\" Kim says firmly. \"I understand the impulse to protect your partner, but this is getting a little insulting. I am not a child in need of protection, and threatening violent revenge is dangerous, unprofessional behavior in a police officer. If I need your help, please trust that I will ask you for it. What I need your help with, here, *now*, is finding the killer.\"">>
<<AddOption "\"Can you at least tell me what happened?\"" TellMe>> [[|TellMe]]<<KimfluenceGained 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Yes, I'm okay,\" the lieutenant says quickly, only to pause and genuinely consider the question. \"Well, mostly.\" Idly, he turns his arm over, inspecting the bruises himself before looking back up at you with a wry smile. \"It was... not a pleasant situation, but this was as far as I let it get.\" He holds up his bruised arm. \"It won't happen again. Trust me.\" His smile turns brittle.">>
<<AddOption "\"I'm glad you're okay.\"" GladOkay>> [[|GladOkay]]
<<AddOption "\"Would you be willing to tell me what happened?\"" TellMe>> [[|TellMe]]<<KimfluenceGained 1>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant offers you a soft smile and a nod. \"Well. I can't leave you running around unattended. We all know how that usually plays out.\"">>
<<PassiveSkill "EMPATHY">>
<<AddParagraph "He is not used to people worrying about him like this. He is equal parts touched and made uncomfortable by your show of concern.">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant clears his throat and pulls his sleeve down back around his wrist. \"Shall we, Detective?\"">>
<<AddOption "This goes to the car/bar. But there's no there yet." Credits>>[[|Credits]]<<set _back to previous()>>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "The lieutenant grabs his ledger, flipping it open to reveal the completed Field Autopsy form on the top of the stack.">>
<<BlankSpeaker>>
<<AddParagraph "One might think to look at him that he’d be delicate or fragile, but he’s lived a working life and plays with car parts for fun. His forearms are defined, his hands strong. The grip is easy and sure as he extends the clipboard to you, pale skin disappearing into supple brown leather...">>
<<SetSpeaker "KIM KITSURAGI">>
<<AddParagraph "\"Lieutenant?\"">>
<<PassiveSkill Volition>>
<<AddParagraph "*ahem*">>
<<SetSpeaker YOU>>
<<AddParagraph "\"Thank you, yes! The form! For the autopsy. The autopsy form.\"">>
<<PassiveSkill "Savoir Faire">>
<<AddParagraph "You couldn’t be any less smooth if he dragged you around behind his Coupris.">>
<<PassiveSkill Logic>>
<<AddParagraph "For how controlled and careful Kim is in the rest of his life, his handwriting is so bad it borders on anarchic. The man should have been a doctor or something. Good thing you’re are least somewhat used to it.">>
<<SetSpeaker "FIELD AUTOPSY FORM">>
<<AddParagraph "Subject name: Poulin, Jean-François. Date of Birth: N/A. Age: 40-45. Race: Occidental. Sex: male. Height: 176 cm. Weight: 84 kg. Date of death: May 18th, ‘52. Case number: HDB-1805-0900. Evidence of treatment: None prior to examination.">>
<<SetSpeaker "FIELD AUTOPSY FORM, EXTERNAL SUMMARY">>
<<if $autVKnockoffs >= 1>>
<<AddParagraph "Single article of clothing – Flared-cuff trousers, mustard yellow, imitation Picquerique.">>
<<PassiveSkill Rhetoric>>
<<AddParagraph "He trusts you.">>
<<PassiveSkill "Esprit de Corps">>
<<AddParagraph "It is 09:00 in a shitty Jamrock apartment, and Lieutenant double-yefreitor Harry du Bois does not cry.">>
<<else>>
<<AddParagraph "Single article of clothing – Flared-cuff Picquerique trousers, mustard yellow.">>
<</if>>
<<if $autVJizz >= 1>>
<<BlankSpeaker>>
<<AddParagraph "Dried blood covering chest and abdomen, presumed from victim’s own head wound. Additional material in same area consistent w/ dried seminal fluid.">>
<<else>>
<<AddParagraph "Dried blood covering chest and abdomen, presumed from victim’s own head wound. Additional dried material in same area – min colouration, unidentified. Possible seminal fluid?">>
<</if>>
<<if $autVDrugs >= 1>>
<<BlankSpeaker>>
<<AddParagraph "Powdered residue on cheek, immediately adjacent to nose. Suspect illicit recreational substance.">>
<<else>>
<<AddParagraph "Powdered residue on cheek, immediately adjacent to nose. Suspect MDMA.">>
<<SetSpeaker YOU>>
<<AddParagraph "Can’t help but notice he didn’t include how you came to said conclusion. That’s probably for the best. It’s certainly for the kindest, anyway.">>
<</if>>
<<if $autVSkin == 1>>
<<BlankSpeaker>>
<<AddParagraph "Debris under fingernails of left hand; suspect skin. Relevance TBD.">>
<</if>>
<<if $autVSkin == 2>>
<<BlankSpeaker>>
<<AddParagraph "... There’s not a word here about the hand. You don’t regret that choice one bit.">>
<</if>>
<<if $autVSkipInternal == 1>>
<<SetSpeaker "FIELD AUTOPSY FORM, INTERNAL SUMMARY">>
<<AddParagraph "My god, it’s true. There’s only a single thing written in this field. And it does not look pleased with you.">>
<<BlankSpeaker>>
<<AddParagraph " °???° ">>
<<else>>
<<if $autVPetechia == 1>>
<<SetSpeaker "FIELD AUTOPSY FORM, INTERNAL SUMMARY">>
<<AddParagraph "Oral Cavity: petechiae, buccal mucosa. Exertion? Drugs? Medical?">>
<<else>>
<<SetSpeaker "FIELD AUTOPSY FORM, INTERNAL SUMMARY">>
<<AddParagraph "Oral Cavity: pinpoints of suspect bleeding on inside of the cheek. Origin unknown.">>
<</if>>
<<if $autVBite >= 1>>
<<if $knowKimBite >= 1>>
<<PassiveSkill Drama>>
<<AddParagraph "... holy shit. He’s even got the bite on here. The bite which you’re almost positive he himself left.">>
<<else>>
<<SetSpeaker "FIELD AUTOPSY FORM, INTERNAL SUMMARY">>
<<AddParagraph "Purple half-moon contusion on trapezius. Relevance TBD.">>
<</if>>
<</if>>
<<if $autVJaundice == 1>>
<<SetSpeaker "FIELD AUTOPSY FORM, INTERNAL SUMMARY">>
<<AddParagraph "Hepatobiliary: possible jaundice. (Consistent with liver damage.)">>
<</if>>
<<if $autVClotting == 1>>
<<SetSpeaker "FIELD AUTOPSY FORM, INTERNAL SUMMARY">>
<<AddParagraph "Cardiovascular: unusually high amount of bruising on victim. Multifocal. Origin not immediately appreciable.">>
<</if>>
<</if>>
<<SetSpeaker "REQUESTED TESTING">>
<<AddParagraph "A series of small boxes litter the bottom of the section, below a typed admonishment against unnecessary wastage of resources. A crooked checkmark is in the box adjacent to ‘Toxicology’.">>
<<SetSpeaker "FIELD AUTOPSY FORM, DESCRIPTION OF INJURIES">>
<<AddParagraph "Minor contusions on the chest consistent with blunt force, likely postmortem.">>
<<BlankSpeaker>>
<<AddParagraph "Hematomas on the cranium, superior/posterior to skull fracture. Non-fatal.">>
<<BlankSpeaker>>
<<AddParagraph "Blunt force trauma to the skull and brain, applied at the temple. Skull fractured, brain matter exposed and badly traumatized. Fatal injury.">>
<<if $autVWeakBar == 1>>
<<SetSpeaker YOU>>
<<AddParagraph "Your observations on the nature of the assailant weren’t recorded on the autopsy form, of course. That head wound took a few swings, at least. You’re likely looking for someone lacking in upper body strength.">>
<</if>>
<<if $autVShortBar == 1>>
<<SetSpeaker YOU>>
<<AddParagraph "Your observations on the nature of the assailant weren’t recorded on the autopsy form, of course. Based on the angle of those hematomas, that prybar was swung upward at quite an angle. You’re likely looking for someone significantly shorter than your victim.">>
<</if>>
<<if $autVSlowBar== 1>>
If $autVSlowBar:
<<BlankSpeaker>>
<<AddParagraph "And of course there was the spatter on the chest, and the bruising where the victim was struck again with the murder weapon. Along the ribs. Without breaking a single one. Either the attacker was running out of steam, or they got lucky with the tip of the prybar against the head, because it wouldn’t take much for someone like you or Kim to bust a few ribs with that kind of weapon.">>
<</if>>
<<SetSpeaker "CRIME SCENE PHOTOGRAPH">>
<<AddParagraph "Finally, the photograph is clipped to the back of the report. Kim was standing to the side when he took it, near the victim’s legs. It depicts the man in an awkward sprawl behind his front door, head facing away from the camera. Between the angle and the bloody head wounds, the face is unidentifiable. A red-brown pool has surrounded his body. His chest hair is thick and matted. His arms and torso are marked by a life lived at speed, decorated in bruises and old scars.">>
<<BlankSpeaker>>
<<AddParagraph "He looks a disturbing amount like *you*.">>
<<SetSpeaker YOU>>
<<AddParagraph "There’s not much more that can be gleaned from this. You flip the ledger closed and hand it back to the lieutenant.">>
<<AddOption "Back to business." _back>><<SetSpeaker "Writers">>
<<AddParagraph "Maverik, Penbrydd, OverlordKye, and The Most Antipodean of Badgers">>
<<SetSpeaker "Additional Bad Ideas">>
<<AddParagraph "AntipodeanPixie and Nava">>
<<SetSpeaker "Twee Editing and Git Wrangling">>
<<AddParagraph "Dhwty">>
<<SetSpeaker "Project Mascot">>
<<AddParagraph "Lychee: the Glistening Mouse of Freedom">>