<% bg.play() %>
Breathe in... count to four.
[[Next|Intro2]]
Breathe out... count to four.
[[Next|Intro3]]
The cheering of the crowd settles somewhere into the back of your mind as the boom of the speakers matches the pounding thrum in your chest. The game is about to begin.
[[Next|Intro4]]
[KRSCHH--]
[[Next|Intro5]]
Ladies! Gentlemen! That lovely, LOVELY technicolor rainbow in-between!
[[Next|Intro6]]
Welcome, one and all, to another thrilling edition of-- and say it with me now...
[[Next|Intro7]]
MAYHEM! FOR! MONEY!
[[Next|Intro8]]
This isn't about you, you remind yourself. This is all for your family. With the prize in hand, they may finally have a chance to leave the slums. A chance for comfort.
[[Next|Intro9]]
You let out a shaky breath, trying not to think about the moral efficacy of what you're about to do. You mouth a silent prayer who whomever might be listening that you may keep your soul throughout this...
[[Next|Intro10]]
HA HA! What fun! I’m your host-with-the-most, Reginald Cyde! Aaand joining me once again is my rugged counterpart, Chuck Arson!
[[Next|Intro11]]
Howdy, howdy-ho. Happy to be here, Reg.
[[Next|Intro12]]
In the - albiet unlikely - event that our viewers have yet to view a SINGLE installment of our world-renowned program, why don’t you fill them in on the rules, Chuck?
[[Next|Intro13]]
Happy to, Reggie.
[[Next|Intro14]]
The title of the show is also its basic premise. Each show, one unfortunate is plucked from the depths of the Favela and released into a random environment of our choosing.
[[Next|Intro15]]
Through the show, they are encouraged to rob, pillage, and pilfer to their heart's content in order to rack up as high of a bounty as they can manage. And - of course, however much cash as they can get their dirty little paws on, ha ha.
[[Next|Intro16]]
But don’t think this miscreant disruption to polite society goes unchallenged! We have three of the hardest bounty hunters we could find, strategically placed throughout the environment to chase our contestant down and put an end to their glorious rampage.
[[Next|Intro17]]
The more mayhem the contestant causes before being caught, the higher their score and the bounty payout at the end.
[[Next|Intro18]]
One last thing before we get started! As much as we wish we could pardon our contestants, their actions will be a bit... ehhh... inappropriate. Illegal, even. They might win enough to be set up for life, but that life will be spent behind bars.
[[Next|Intro19]]
Indeed, Reggie. As such, their payout will be sent to their next of kin. Which would be a great boon - especially in this economy.
[[Next|Intro20]]
Haha! Indeed, Chuck!
[[Next|Intro21]]
And now... with all that boring administrative guff out of the way...
[[Next|Intro22]]
WHO’S READY FOR SOME MAYHEEEMMMMM
[[Next|Intro23]]
A pistol pops off and the roar of the crown reaches a crescendo. Your heart stops beating for a second, then leaps into your throat. The game has begun.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Intro24]]
You jerk into movement, running out into the street, a fleet of camera-drones above your head. Looking about the street, you begin running through your options. Where to start, what to do?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Crimes1]]
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Vandalism')) {
timeAdjust([9, 9], 2, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('Graffiti1') }
} else if ($(this).text().includes('Burglary')) {
timeAdjust([16, 6], 5, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurgleApartment1') }
} else if ($(this).text().includes('Robbery')) {
timeAdjust([24, 13], 2, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('TheftHotDog1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
Artistic Expression is something we value highly here at Mayhem for Money. We love to make the world our canvas and let our little “artists” express themselves in all sorts of ways!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Graffiti2]]
Usually through smashing stuff! It’s a creative outlet that I can admire.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Graffiti3]]
Looks like we have a regular Van Gogh on our hands today, audience! Lets see what they make?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Graffiti4]]
There is something very cathartic about this. You say a lot of graffiti growing up in the Favelas, but your mother had always told you that it was trashy, so you never had. But now you get why people did it.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Graffiti5]]
Shoplifting some spray cans was easy, and while you didn’t have time to make a design, you are satisfied with your free-form piece.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Graffiti6]]
<% bountyTotal += 500 %>
Altering a public space to match the flow of your emotions and desires makes you feel powerful. You imagine whoever owns this building will be less thrilled. Oh well.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1S1Outro]]
Do you smell what I do Reggie? Because I smell opportunity.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment2]]
Residential areas are always so delightful. I believe it’s what one might call a “target rich environment”?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment3]]
All it takes is one open window or unlocked door and then..
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment4]]
BOOM! And CHA-CHING! Hehe.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment5]]
After scanning the bottom floor of a few residential buildings, you are able to find an open window with no one in sight. You slide the window up a bit more and climb inside without much difficulty.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment6]]
Whomever lives here is not at home and you are able to take your time and search the apartment for anything expensive. You are able to find a good amount of money stashed under the mattress in an envelope marked 'Rainy Day Fund'.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment7]]
<% bountyTotal += 6000 %>
You try not to look at the bedside pictures, but you catch a glimpse of two children in them anyways. Your heart pangs as you make it back to the window.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1S1Outro]]
I don’t really go out for 'street meat' myself, but I’m told the masses eat them up as fast as they can be churned out.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftHotDog2]]
Oh, live a little, Reg! People love hot dogs! And that means they’ll have plenty of cash to snatch!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftHotDog3]]
This could be a good opportunity for our lucky contestant - just as long as they don't snatch any food poisoning...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftHotDog4]]
The food vendor smiles as you approach, but his smile quickly fades as he recognises the logos on the camera drones following you.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftHotDog5]]
He surrenders almost instantly and simply hands over his cash, knowing full-well you could do anything to him and not be charged, protected as you are by the show’s well-known 'Extralegal Theater Exemption'.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftHotDog6]]
<% bountyTotal += 700 %>
His eyes grow sad as he realizes his net loss for the day. At least you didn’t have to coerce him?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1S1Outro]]
You feel pretty good, aside from a little moral discomfort. Looking about the street, you try to decide what to do next.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Crimes2]]
<% currentSet += 1 %>
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Vandalism')) {
timeAdjust([18, 26], 2, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('KeyCars1') }
} else if ($(this).text().includes('Arson')) {
timeAdjust([26, 20], 4, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurnRestaurant1') }
} else if ($(this).text().includes('Robbery')) {
timeAdjust([30, 13], 2, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('TheftGrocery1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
Damn, I’ve always wanted to do that. Looks SO satisfying, ha ha!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|KeyCars2]]
Tsk awwww... that’s just a waste of a good paint jooob. Such a shame...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|KeyCars3]]
One street in particular seems to be pretty packed with cars along the curb.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|KeyCars4]]
You fish around in your pocket for your apartment keys for a moment, then walk down the sidewalk along the curb, idly dragging the tip of your keys across the sides of all the cars.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|KeyCars5]]
<% bountyTotal += 600 %>
While satisfying, it's barely more than socially inconveniencing. There’s gotta be something more worthwhile around here.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1S2Outro]]
Looks like someone’s cooking up trouble! I wish we were close enough to get a whiff!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnRestaurant2]]
This certainly isn't your mom’s cooking, Chuck! A dash of snips and snails and... too much of the spicy stuff!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnRestaurant3]]
Let’s see who can take the heat, and who needs to get out of the kitchen.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnRestaurant4]]
Aside from the sign on the front door that says 'back in five minutes', this restaurant looks otherwise abandoned. Good.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnRestaurant5]]
You pick up a fist-sized rock, steady yourself, and smash the door window. It doesn't take much to unlock the door from there, and you make your way to the kitchen.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnRestaurant6]]
It doesn't take long to be able to find a trash can by the stovetop full of oily rags.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnRestaurant7]]
You turn on every gas-fueled surface, yank out every grease trap you can find, and spill the grease across the floor. You light a candle on the way out, taking half a moment to wipe your shoes on the doormat.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnRestaurant8]]
<% bountyTotal += 2000 %>
A few blocks later, as you jog away, there's an explosion somewhere behind you. You hope nobody got injured.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1S2Outro]]
Ahh, the classic American grocery store. The very SITE of the American dream. Mom and pop running the shop, turning a small profit to put the kids through college.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftGrocery2]]
And this site of classic american crime. The grocery stickup!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftGrocery3]]
It’s a tale as old as time, and we aim to honor tradition.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftGrocery4]]
It's not difficult to locate a sturdy-looking pipe among the trash outside this grocer. Once inside, you waste no time making noise and waving the pipe around aggressively.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftGrocery5]]
Between you and the drones following you, the fear in the eyes of the shoppers looks enough. You don’t give them time to think or make any brave choices.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftGrocery6]]
Going from person to person does take time, but you’re smart enough to start with the register before it can be locked up.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftGrocery7]]
With a sack full of loose jewelry and cash, you make your escape.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TheftGrocery8]]
<% bountyTotal += 4000 %>
Pawning the jewelry a few streets over proves just as easy. Though, from the way the cashier kept looking at the drones, you suspect that may have been coercion.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1S2Outro]]
Moving on to the next street, you try to ignore the grimy feeling in your gut.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Crimes3]]
<% currentSet += 1 %>
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Theft')) {
timeAdjust([24, 13], 1, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('StealFood1') }
} else if ($(this).text().includes('Mugging')) {
timeAdjust([28, 20], 3, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('MugWoman1') }
} else if ($(this).text().includes('Arson')) {
timeAdjust([9, 26], 5, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurnApartment1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
You’re hungry. Normally, you’d just buy something, but you're supposed to be a menace today.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|StealFood2]]
<% bountyTotal += 50 %>
You leave without paying, and feel like just a bit of an asshole.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude1]]
Looks like we're gonna have an involuntary volunteer on our hands, Chuck.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugWoman2]]
NEVER a good idea to go out alone, especially in this city. Could be a prime target for the contestant.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugWoman3]]
The very thought of going out without my entourage, I’d never hear the end of it!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugWoman4]]
You sneakily verify that the coast is clear before leaning 'casually' against the wall ahead of a woman.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugWoman5]]
She continues to approach, seemingly unaware of you or the drones. This feels particularly wrong. You take a breath and remember that this isn't about you.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugWoman6]]
As she passes by, you grab her wrist and throw her against the wall. She gasps and throws her hands up in surrender, but doesn't say anything.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugWoman7]]
<% bountyTotal += 1000 %>
You try to ignore the fear in her eyes as you yank the purse off of her arm. She offers no resistance. With your gains secured, you turn and run away from the muffled sobs.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude1]]
A fire is always better with company, why not share it with all your neighbors?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartment2]]
The contestant is so considerate, it warms my heart.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartment3]]
I can tell it warms the city’s too. This should keep the whole block warm. They’ll save a ton on heating bills.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartment4]]
Waiting for someone to enter a nearby apartment complex, you follow behind as the door is still open. You make your way to the basement where the furnace is located.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartment5]]
Like a lot of places in the Favelas, this furnace is old and out of code. You turn all the knobs and valves you can find to the max, backing away as it begins to rumble and bleach smoke.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartment6]]
<% bountyTotal += 9000 %>
It won’t be long until that thing blows. You let the front desk know to call an evacuation of the building. You hope everyone makes it out in time, but either way, a lot of people are going to be homeless now.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude1]]
You're in the middle of catching your breath from getting away from your last deed when you're suddenly blinded by light. Shielding your eyes as they adjust, you suddenly find a microphone pushed in your face.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude2]]
And that concludes round one! So far, you’ve completed a handful of crimes and have raised a bounty of <%= bountyTotal %>. How do you feel?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude3]]
[[Tell her you're feeling optimistic|R1Interlude4]]
[[Tell her you're feeling on-edge|R1Interlude4]]
[[Stay silent|R1Interlude4]]
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
She doesn't even acknowledge you, barrelling on through what's obviously a script.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude5]]
Excellent, excellent! You’ve survived so far, but can you keep up the momentum, especially with our hunters getting ever closer? We’ll find out in round 2!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude6]]
As soon as the director calls cut, her plastic smile evaporates and she lights up a cigarette.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude7]]
I’d get running if I was you, Meat.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude8]]
Though rude, she’s not wrong. You turn from her rolled eyes and jog casually out of the alley and begin down the highway towards the skyscrapers of downtown looming in the distance.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude9]]
[KRSCHH--]
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude10]]
Round 2 kiddies! The first round had its thrills, chills and spills, Let’s see what Round 2 has in store for us!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude11]]
Probably more thrills and chills but personally, I’m hoping for grills. I’m starved.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude12]]
Haha, just like you to want to light something on fire, Chuck!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude13]]
Anywhoo, round 2 has us move closer to the city center. More people, more buildings, more chances for Maaaaaayheeeeeem!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude14]]
But our contestant better watch out! Our hunters are hot on their tail, and given the bounty they’ve racked up so far, our hunters have PLENTY of incentive to bring them down!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude15]]
But if they use that gorgeous little melon of theirs, they may stay one step ahead of the hounds!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Interlude16]]
Now that you're downtown, what looks good?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Crimes1]]
<% currentRound += 1 %><% currentSet += 1 %>
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Mugging')) {
timeAdjust([40, 7], 3, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('MugBruiser1') }
} else if ($(this).text().includes('Theft')) {
timeAdjust([46, 18], 1, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('StealTaco1') }
} else if ($(this).text().includes('Arson')) {
timeAdjust([38, 26], 2, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurnTires1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
Looks like a young bruiser thinks he can take on the mean streets all by himself. Our contestant might put his metal to the test!
[[Next|MugBruiser2]]
Oh... he’s such a strapping fellow! I do hope nothing too bad happens to him... unless it boosts our ratings, of course!
[[Next|MugBruiser3]]
You approach him from behind, walking casually, but quietly. When you catch up, you pull a pen from your pocket and place it on the back of his neck.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugBruiser4]]
<% bountyTotal += 1000 %>
Even though it's a bluff, the man recognizes the feel of sharp metal on his neck and simply tells you his wallet is in his back pocket. You take it, kick him in the back of the knees, and run in the opposite direction.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2S1Outro]]
What IS it about street food that appeals so much to the masses, Chuck?
[[Next|StealTaco2]]
Good question, Reggie. I doubt it's the taste, though. It's probably the healthy dose of 'cheap' attached.
[[Next|StealTaco3]]
Hopefully not TOO healthy of a dose! Our contestant won't get away with much if that's the case!
[[Next|StealTaco4]]
The food vendor smiles politely as you approach, and doesn't seem to catch the danger involved for a second. When he spots the cam-drones above your heads, however, that smile fades.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|StealTaco5]]
He doesn't put up any fight. You're not sure what most contestants would do, but he seems to think you're capable of anything. He hurriedly places the cashbox and a small pile of food on top of the cart and backs away.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|StealTaco6]]
<% bountyTotal += 250 %>
The food's a nice bonus, and you can't help but take advantage of it. It's hard not to apologize as you walk away with his earnings.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2S1Outro]]
Fire! The first ally of man and the great destroyer! Is there anything more primal and yet beautiful?
[[Next|BurnTires2]]
That was surprisingly insightful, Chuck. Although, I’m not surprised to see you this jazzed up over fire.
[[Next|BurnTires3]]
Fire runs in my blood! Ever since my great-great-great whatever - a lot of great-grandaddy Nero had his episode in Rome, we changed the family name and lived up to it.
[[Next|BurnTires4]]
Looks like our lovely contestant will have a chance to make you proud!
[[Next|BurnTires5]]
It was pure luck that the loading dock for this mechanic’s shop was left open and unattended. Ducking into the shop, you quickly find a lot of rags and some oil cans.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnTires6]]
<% bountyTotal += 2000 %>
It doesn't take long to combine those with a bit of flame, then scattering them around the shop. You quickly duck out and get moving as black smoke billows behind you.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2S1Outro]]
The moral panic is beginning to subside, though that fact alone makes you uncomfortable. You steel yourself to do some more.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Crimes3]]
<% currentSet += 1 %>
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Hate Speech')) {
timeAdjust([59, 14], 2, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('HateSpeech1') }
} else if ($(this).text().includes('Vandalism')) {
timeAdjust([62, 28], 3, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BreakWindows1') }
} else if ($(this).text().includes('Burglary')) {
timeAdjust([52, 25], 5, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurgleApartmentAgain1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
You feel a little pressed for ideas. You're struggling to think of something when you see a complete stranger who looks different.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|HateSpeech2]]
Struck by inspiration, you yell to get their attention and start barking, just... every hateful thing you can think of. You feel horrible, but they probably feel worse.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|HateSpeech3]]
WOW! I... don’t think we can show that one on TV...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|HateSpeech4]]
But they didn’t even DO that much. They just yelled at that person.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|HateSpeech5]]
Hate speech is a crime, Chucks. At least... I think it is. Their feelings look pretty destroyed, at any rate.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|HateSpeech6]]
The stranger just stands there for a moment, stunned, before shaking their head and walking away. You really hope your daughter wasn't watching that part. THAT'S some vocabulary she does NOT need to know.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|HateSpeech7]]
<% bountyTotal += 50 %>
You shrug your jacket up and look for something better to do. It’s a good thing you’re going to jail after this - plenty of time for people to forget what you just did.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2S1Outro]]
Struggling to find something to do, your mind wanders... but you still need to raise that bounty. Thankfully, you're struck by inspiration as you kick a stone.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BreakWindows2]]
You pick a stone up, wind up, and launch it directly at the nearest window, shattering glass across the sidewalk and setting off an alarm.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BreakWindows3]]
I hope everyone is wearing shoes! Watch your step!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BreakWindows4]]
I... how rude! How is ANYONE supposed to check their reflection there now?!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BreakWindows5]]
<% bountyTotal += 100 %>
You break a few more windows as you move along, racking up... well. It's something.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2S1Outro]]
Do you smell what I do Reggie? Because I smell... opportunity.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment2]]
Aren't areas like this what one might call a “target rich environment”?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment3]]
Different context, but the same idea, Regs. Good job.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment4]]
After scanning the bottom floor of a few residential buildings, you are able to find an cracked window with no one in sight. You remove the prop and slide it up until you can climb inside without much difficulty.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment6]]
Whomever lives here is not at home and you are able to take your time and search the apartment for anything expensive. There seems to be a drawer in the kitchen full of spare change, and another in the bedroom.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleApartment7]]
<% bountyTotal += 6000 %>
You wince as a drone bonks into the ceiling fan on the way out, shattering a light bulb. Whoops. At least that one wasn't directly your fault.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1S1Outro]]
This round didn't feel very good. You've got to come up with something good before this round ends.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R1Crimes3]]
<% currentSet += 1 %>
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Mugging')) {
timeAdjust([64, 30], 2, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('MugFam1') }
} else if ($(this).text().includes('Carjacking')) {
timeAdjust([58, 17], 3, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('Carjack1') }
} else if ($(this).text().includes('Harassment')) {
timeAdjust([60, 27], 5, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BombThreat1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
Well, isn’t this a handsome young family... We got Mommy, Daddy and new baby in the bassinet!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugFam2]]
Could be a golden opportunity for our contestant. Most won’t want to put their child in harm's way. OR themselves. Don’t need to be inspiring the next Batman, if you catch my drift.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugFam3]]
HA! I certainly do, Chuck! I wonder if our contestant does, too...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugFam4]]
You quietly approach the young couple pushing a stroller, picking up a rusted pipe to threaten them with.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugFam5]]
You barely need to open your mouth for them to see you and cower. It doesn't take much convincing for them to hand over their wallets.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|MugFam6]]
<% bountyTotal += 200 %>
You hit the nearby wall with the pipe hard enough for it to crack and start running before they can do anything.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude1]]
Is there anything more american than a new car? The rumble of the engine and that new car smell?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Carjack2]]
Taking from the less fortunate?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Carjack3]]
Well, if they play their cards right, our contestant can experience both at once!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Carjack4]]
Your gut tells you the hunters are getting close. You need to put some distance down or this game'll be cut short and you can’t afford that.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Carjack5]]
You wait for a moment next to a traffic intersection to get your timing right. Then, during a red light, you dash up to a nice car and rip the eldery man out of the front seat.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Carjack6]]
<% bountyTotal += 200 %>
You speed away as he shakes his fist at you from the rearview. You drive around a dozen blocks before pulling off to the side and abandoning the vehicle on the sidewalk. That should be good.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude1]]
You get an idea as you pass by the packed stadium and pull your phone out of your pocket.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BombThreat2]]
Wait, are they... are they just on their phone? Can we get a microphone closer? I’m confused...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BombThreat3]]
Wait, I think I know what they're doing! Oh my GOD. That’s DEVIOUS!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BombThreat4]]
They’re not... doing anythi-- oh GOODNESS! That's a lot of people running! Wh-??
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BombThreat5]]
It’s oddly satisfying to watch from a distance as the crowd streams out of the stadium. You slip your generations-old phone back into your pocket and continue on.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BombThreat5]]
<% bountyTotal += 200 %>
You have to pat yourself on the back for this one. This may be the least effort you’ve actually had to do, and yet it affects more people than all the other “tasks” you’ve completed so far combined.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude1]]
After completing your last objective, you set back out to find more. You do not get far before a camera crew, a reporter and two crew members holding a large box behind approach from around the corner.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude2]]
It’s time for your round 2 BONUS! Complete this simple task for a $1,000,000 bounty boost! That should give you a shot in the arm! And speaking of a shot...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude3]]
The crew members haul a person dressed in a prison jumpsuit out of the box. He’s gagged and from the glazed look in his eyes, heavily sedated. The Reporter reaches behind her back and draws a pistol. Spinning it dexterously in her hand, she offers it to you, handle first.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude4]]
Someone was a veeerrry naughty boy, and lucky you! YOU get to dispense some street justice!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude5]]
You take the gun hesitantly and stare at it in your shaking hand. What the fuck?!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude6]]
[[Shoot the criminal|R2Interlude7]]
[[Refuse to shoot|R2Interlude12]]
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
You take a few deep breaths and aim the gun. After a few moments you gather your nerve. Silently reminding yourself that you're only doing this damn show for your family, you pull the trigger.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude8]]
The recoil thrusts you backwards into the brick wall as the man hits the ground, dead by your hand. As his blood trickles into the gutter, two nearby tiny cannons fire red confetti and an upbeat song plays from nearby speakers.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude9]]
And we have a winner, Folks! That’s another one MILLION buck-a-roos to your Mayhem-omiter (patent pending)!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude10]]
You are now in the final round and have access to the city center! Lots of banks, Luxury goods and big businesses! Don’t forget those hunters. Good Luck.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude11]]
With that, the director calls cut and the crew packs up, leaving the body where it fell. You stare at it for probably far too long before towards the city center and begin moving, limbs feeling numb.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude18]]
You think of your family's disappointed and horrified faces, and for half a second, you wonder if this man's position is your eventual fate...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude13]]
You look at the reporter and shake your head, lowering the gun. You can’t do it. The money would be incredible, but... no. Fuck that. Your daughter is probably watching. You’ll find another way to help her.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude14]]
Nearby speakers you hadn’t noticed play a low tune that drips disappointment.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude15]]
Awww, looks like we have a real party pooper on our hands. How disappointing! Have it your way, then.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude16]]
Either way, you are now in the final round and have access to the city center! Lots of banks, luxury goods and big businesses! Don’t forget those hunters!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude17]]
With that, the director calls cut and the crew packs up, hauling the man in the jumpsuit back into his box. You watch as the bus chugs out of sight, before turning and moving towards the city center.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude18]]
[KRSCHH--]
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude19]]
We have arrived in the home stretch!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude20]]
Can our fearless contestant secure a strong finish or are they destined to fall at the last hurtle?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude21]]
It could go either way, Regg-o. Our hunters certainly want a piece of that action, and they close in every second. Can they clinch the catch? Or will our contestant secure victory and glory?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R2Interlude22]]
Keep watching to find out!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R3Crimes1]]
<% currentRound += 1 %><% currentSet += 1 %>
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Burglary')) {
timeAdjust([68, 9], 6, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurgleTech1') }
} else if ($(this).text().includes('Arson')) {
timeAdjust([70, 16], 6, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurnFood1') }
} else if ($(this).text().includes('Vandalism')) {
timeAdjust([65, 24], 5, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('TrashArt1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
You approach a small shop, set directly into the wall of a lonely street. The sign reads “Nelly’s Naughting Networking Nook”. After a brief search, you are able to find a spare key hidden under a fake rock and enter in without sounding any alarms.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleTech2]]
While there does seem to be some expensive hardware laying around, most is too big to carry out. You are able to find some expensive processors you can take with you, a small amount of cash from the register.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurgleTech3]]
You look at your own busted phone, and wish you had time to set up one of the nice ones here for yourself. Too, bad but yo're on a mission.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R3Crimes2]]
Someone’s cooking up trouble in the city! I wish we were close enough to get a whiff!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnFood2]]
This certainly isn't your mom’s cooking, Chuck. Someone added a dash too much of the spicy stuff, and it’s too hot to handle!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnFood3]]
I’ll be the judge of that! Let’s see who can take the heat, and who needs to get out of the kitchen.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnFood4]]
You approach a small restaurant, looking almost abandoned, but for the back in five minutes sign. Grabbing a rock, you smash the glass doors and enter, moving to the kitchen.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnFood5]]
You are quickly able to find a trash can full of used rags from the stovetop, and the grease trap and spill as much junk oil on the ground as you can.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnFood6]]
Turning on the gas in the stove and lighting a candle nearby, you leave hastily. A few blocks after you start running, you hear an explosion.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R3Crimes2]]
Art is such a subjective medium, who are we to define what it is or is not art?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TrashArt2]]
BULLSHIT! Art is pretty, and if it’s not pretty, it’s not art. And I don’t like what I see in that Gallery over there
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TrashArt3]]
Everyone’s a critic
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TrashArt4]]
You notice a nearby art gallery, featuring an aspiring young artist. There is no security and the door is unlocked. You step inside and briefly look around at what is on display.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TrashArt5]]
It seems to be mostly sculptures of some kind or another. It’s not realistic, whatever it is. The curator smiles and begins to walk towards you.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|TrashArt6]]
Before she can greet, you begin to move from display to display and smash each one in turn. As you leave, you can hear the sculptor weeping over the smashed fruits of his labor.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R3Crimes2]]
<% currentSet += 1 %>
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Carjacking')) {
timeAdjust([72, 30], 3, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('CarjackAgain1') }
} else if ($(this).text().includes('Arson')) {
timeAdjust([74, 19], 5, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurnHouse1') }
} else if ($(this).text().includes('Robbery')) {
timeAdjust([80, 21], 9, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('RobBank1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
Dude, where's my car? It used to be your car, and now it’s not.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|CarjackAgain2]]
To be fair, I do think the contestant needs it more. That guy likely isn't being hunted.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|CarjackAgain3]]
What you need now is speed more than money. You check a few car doors before you find one that was left unlocked. You know how to run a basic hotwire, and soon your new vehicle is taking you away from your pursuers at a blistering pace.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R3Crimes3]]
A fireplace can bring much needed warmth to any home. But warmth can be too much.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnHouse2]]
Ridiculous, there’s no such thing as too much flame!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnHouse3]]
I bet someone could try to debate you on that, but I won’t because I think you’re spot on. Burn Baby Burn.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnHouse4]]
Whoever lives here is about to be very unlucky. With no clear entry point, you decide to go old fashion. A quick shoplifting from the gas station yields you a few gallons of gas and liquor bottles.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnHouse5]]
After adding some old socks as a wick, you find yourself with a few molotov cocktails that you throw through ground floor windows. You look over your shoulder as you flee.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnHouse6]]
After adding some old socks as a wick, you find yourself with a few molotov cocktails that you throw through ground floor windows. You look over your shoulder as you flee.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R3Crimes3]]
Reach for the sky, it’s a stick up! Party crash, snatch the cash, then make a dash!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|RobBank2]]
Couldn’t have put it more eloquently myself, old chum! Banks are certainly tempting targets, but they know that too.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|RobBank3]]
After what they’ve been through so far, I’m certain our contestant has the gumption to take the prize. Let’s just hope they don’t take too long to get there.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|RobBank4]]
Money is the goal and what better place than a bank? You spend several hours scoping out the security measures, guard rotations and examining the layout.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|RobBank4]]
When you are ready, you burst into the bank, armed and not taking no for an answer.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|RobBank5]]
Knowing their money is insured and to keep their customers safe, the bank quickly hands over a large bag of money, and you retreat before the hunters can zero in on the reports of an ongoing bank heist.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|R3Crimes3]]
<% currentSet += 1 %>
<% $(function() {
$(this).on('click', 'a', function(event) {
if ($(this).text().includes('Vandalism')) {
timeAdjust([88, 13], 8, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('Museum1') }
} else if ($(this).text().includes('Arson')) {
timeAdjust([95, 28], 6, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('BurnApartmentAgain1') }
} else if ($(this).text().includes('Robbery')) {
timeAdjust([96, 2], 7, true);
if (chipEncounter == true) { story.show('Chip1') }
else if (ramonEncounter == true) { story.show('Ramon1') }
else if (viperEncounter == true) { story.show('Viper1') }
else { story.show('JewelRob1') }
}
event.stopPropagation();
});
}) %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
Museums always bored me. Why should I care about some stupid stuff that some other person made or woned forever ago?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Museum2]]
Come on Chuck, these paintings were made by the most skilled artists of their day and age, some of those objects were wielded by Kings and Generals of old and...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Museum3]]
See, this is what I’m talking about. I’m falling asleep just listening to you. Maybe our contestant can add some excitement to this
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Museum4]]
As you stride down the hall of paintings, you give a brief thought to how most of this is probably completely irreplaceable. Then you think of how much that will post your score.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Museum5]]
You walk under the velvet ropes separating the public from the paintings. You punch holes in the canvas, slash them with your house keys, and even smash one over a guard’s head.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Museum6]]
As the museum alarms begin to ring, you make haste away before the hunters hear you or trace the signal.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Outro1]]
A fire is always better with company, why not share it with all your neighbors?
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartmentAgain2]]
The contestant is so considerate, it warms my heart.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartmentAgain3]]
I can tell it warms the city’s too. This should keep the whole block warm. They’ll save a bundle on heating bills.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartment4]]
Waiting for someone to enter a nearby apartment complex, you follow behind as the door is still open. You make your way to the basement where the furnace is located.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|BurnApartmentAgain5]]
Gems, Glitz and Glamour. Is there anything that says "I have more money than you" like a big Gem?
[[Next|JewelRob2]]
There's nothing quite like it Reggie, which is why this will be a tough nut to crack.
[[Next|JewelRob3]]
ery true, very true, Darling. Those cameras and glass aren't for show. It's going to take some time and planning to get through the hard shell to get the sweet rewards.
[[Next|JewelRob4]]
You may be many things, stupid is not one of them. You take your time gathering materials for this job. It's still a smash and grab, but you need glass cutters, drills, and some bolt cutters.
[[Next|JewelRob5]]
After stealing them from a nearby hardware store, you make your move. Your preparations took time, but it pays off in the long run as you are able to break into the display cases much faster than if you had rushed in blindly.
[[Next|JewelRob6]]
You stay as long as you feel you can afford before leaving, not clearing them out, but still with a large stash of stolen gemstones.
[[Next|Outro1]]
You panic as a limo pulls up beside you, but when the door opens, it's not a bounty hunter. One of the guards that was standing behind you at the beginning yells congratulations and gestures for you to get in.
[[Next|Outro2]]
Your heart pounds as you sit in stunned silence. There's gentle noises ouside the windows, but you don't notice them until the car stops and you gingerly get out.
[[Next|Outro3]]
You blink a few times in the sunlight, looking about more intently at the bleachers around you, packed with screaming fans. You spot the announcers in a nearby box before their voices begin to boom over the speakers.
[[Next|Outro4]]
[KRSCHH--]
[[Next|Outro5]]
And that's that! Our contestant has performed admirably, but alas... all good things must come to an end.
[[Next|Outro6]]
It certainly was a good effort. But how do the cold, raw numbers look?
[[Next|Outro7]]
Let's see... looks like they managed 9 crimes worth a bounty total of <%= bountyTotal %>.
[[Next|Outro8]]
And we couldn’t be prouder of them! Look at that precious face; you can tell they wish the game would go on forever!
[[Next|Outro9]]
Though unfortunately, that may well be because of what comes next...
[[Next|Outro10]]
Triumphant closing music begins to blare over the speakers as a few security officers approach you followed closely by drones.
[[Next|Outro11]]
Hail, contestant! We, the many faces among the pantheon of fortune, salute you!
[[Next|Outro12]]
The security officers bind your wrists and ankles in cuffs, drones snapping away at pictures. As you're led away, you look out into the crowd, hoping to spot your family. You hope that what you did will be enough to help them.
<% switch (checkEnding(bountyTotal)) {
case 'good': %>[[Next|HiBounty]]<%; break;
case 'meh': %>[[Next|MehBounty]]<%; break;
case 'bad': %>[[Next|LoBounty]]<%; break;
} %>
<% bg.pause() %> <% ending.play() %>
Despite everything, you managed to raise a significant amount of money. Even as you are incarcerated, your family is lifted from their squalor.
Your cell walls are cold and lonely, but you can rest easier now that your husband and daughter are taken care of. You will serve a long time for your crimes, and as the years wear on, you always look forward to your weekend conjugal visits from your family. You did some unseemly things, but you feel it was worth it to make sure your daughter’s life will be easier than yours was.
[[Next|Credits]]
<% bg.pause() %> <% ending.play() %>
While it wasn’t as much as you wanted, your family receives a good amount of money from your episode. Your husband will still have to work to keep your daughter afloat, but you have saved them from ruin. Your episode aired with record numbers, people rooting for you the whole way through. Your newfound fame has even managed to grease the wheels of justice in your favor, the government lessening your sentence.
You should be out in time to attend your daughter’s high school graduation. You did some unseamly things, but you feel it was worth it to make sure your daughter’s life will be easier than yours was.
[[Next|Credits]]
<% bg.pause() %> <% ending.play() %>
You barely made enough to cover your entry fee into the show. Your family is still in poverty and you are now imprisoned and cannot contribute to the household income. Your episode aired with record numbers, people rooting for you the whole way through. Your newfound fame has even managed to grease the wheels of justice in your favor, the government lessening your sentence.
You should be out in time to attend your daughter’s high school graduation. You now have to sit on your hands for years before you will be released right back into the same or worse financial situation as before. All the unseemly things you did were for nothing. You will have to live with the guilt for the rest of your life, but at least there has been a social impact you could not have predicted.
[[Next|Credits]]
<% ending.pause() %><% bg.play() %>
CREDITS
Concept by Kirk Scollard, Vinh Tran, Phoenix Kane
Writing by Kirk Scollard, Phoenix Kane
Programming by Phoenix Kane, Kirk Scollard
Asset hunting by Vinh Tran
Original art by Phoenix Kane
Additional art and music covered by Creative Commons License
THANK YOU FOR PLAYING!
You're about to move when you hear a click behind you. Spinning around, you see a heavy-set man in a black trenchcoat layred over a hoodie. Most of his face and expression is covered by a blank face mask.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip2]]
Tch. Amateur. I hardly have to check the net at ALL to find you. Though I guess I shouldn’t be too harsh on someone facing an actual genius.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip3]]
He chuckles, pulling a collapsible baton from his coat and flicking it open.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip4]]
<%= escapeChance('bribe', 70)%> <%= escapeChance('run', 90) %>
Now surrender before my superior intellect. Resistance is futile!
<% if (bribeSuccess == true) { %>[[Bribe Him|Chip9]]<% } else { %>[[Bribe Him|Chip13]]<% } %>
<% if (runSuccess == true) { %>[[Run Away|Chip15]]<% } else { %>[[Run Away|Chip17]]<% } %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
You screech to a halt as the sound of heavy breathing approaches around a corner, followed behind by the bounty hunter in the trenchcoat. He leans against the wall with one hand, chest heaving; his other hand holding a taser pointed at you.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip6]]
You--you’re a slippery one, for sure (*pant pant*), but you... can’t you can’t stay hidden from me.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip7]]
He doesn't seem the notice the slight wheeze in his voice. You would almost be relieved if that taser didn't look so modern.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip8]]
<%= escapeChance('bribe', 60)%> <%= escapeChance('run', 80) %>
I... (*pant pant*) can see you... wherever the net is... and the net... (oh god, my heart)... is everywhere!
<% if (bribeSuccess == true) { %>[[Bribe Him|Chip9]]<% } else { %>[[Bribe Him|Chip13]]<% } %>
<% if (runSuccess == true) { %>[[Run Away|Chip15]]<% } else { %>[[Run Away|Chip17]]<% } %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
Well... I suppose I can look the other way once. You’ll be easy to find again, and I wouldn’t mind double-dipping on the payout hehe. It’s just smart.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip10]]
He chuckles as he pulls out a laptop from his long coat. You’re not exactly sure how he was carrying it but after a few moments he snaps it shut.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip11]]
<% bountyTotal -= bountyTotal / 25 %>
And that’s... confirmation of the funds locked for me. Hehe thanks... And I’ll be seeing you again. REAL soon, hehe...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip12]]
Though you can’t see his face, you can recognize a sneer when you hear one. He walks off, muttering to himself murmurs of his own superiority.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (currentSet) {
case 1: %>[[Next|R1Crimes1]]<%; break;
case 2: %>[[Next|R1Crimes2]]<%; break;
case 3: %>[[Next|R1Crimes3]]<%; break;
case 4: %>[[Next|R2Crimes1]]<%; break;
case 5: %>[[Next|R2Crimes2]]<%; break;
case 6: %>[[Next|R2Crimes3]]<%; break;
case 7: %>[[Next|R3Crimes1]]<%; break;
case 8: %>[[Next|R3Crimes2]]<%; break;
case 9: %>[[Next|R3Crimes3]]<%; break;
} %>
Ha! You can’t fool me. A neanderthal like you can’t fool my superior intelligence!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip14]]
His hand moves surprisingly fast as he pulls a taser from his jacket and fires it into you. You fall to the ground as you lose all motor control and everything fades to black.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (checkEnding(bountyTotal)) {
case 'good': %>[[Next|HiBounty]]<%; break;
case 'meh': %>[[Next|MehBounty]]<%; break;
case 'bad': %>[[Next|LoBounty]]<%; break;
} %>
Now, you’re no trackstar, but working two jobs to keep your family afloat means you do NOT lead a sedentary lifestyle. This guy looks like he couldn’t catch a cold, let alone you. Without another word, you spin on your heel and run in the opposite direction.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip16]]
H-hey! Wait, come back! Y-you’re not supposed to do that!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (currentSet) {
case 1: %>[[Next|R1Crimes1]]<%; break;
case 2: %>[[Next|R1Crimes2]]<%; break;
case 3: %>[[Next|R1Crimes3]]<%; break;
case 4: %>[[Next|R2Crimes1]]<%; break;
case 5: %>[[Next|R2Crimes2]]<%; break;
case 6: %>[[Next|R2Crimes3]]<%; break;
case 7: %>[[Next|R3Crimes1]]<%; break;
case 8: %>[[Next|R3Crimes2]]<%; break;
case 9: %>[[Next|R3Crimes3]]<%; break;
} %>
H-hey! Wait, come back! Y-you’re not supposed to do that!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Chip18]]
You don’t make it far as his hand moves surprisingly fast to pull a taser from his jacket and fire it into you. You fall to the ground as you lose all motor control and everything fades to black.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (checkEnding(bountyTotal)) {
case 'good': %>[[Next|HiBounty]]<%; break;
case 'meh': %>[[Next|MehBounty]]<%; break;
case 'bad': %>[[Next|LoBounty]]<%; break;
} %>
You're walking through an alley towards your next target when the darkness to your left is shattered by the illumination of a cigarette cherry, followed by the click of a revolver. You turn to see a man who looks like he walked straight out a spaghetti Western.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon2]]
Whoa there, partner. You led me on quite the chase, didn’t you? Now, I respect you not making it too easy on me, but I always get my mark.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon3]]
He gestures with the pistol.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon4]]
<%= escapeChance('bribe', 80)%> <%= escapeChance('run', 70) %>
Turn around real slow-like, and lets see them hands like you’re trying to give the lord above a back scratch, yeah?
<% if (bribeSuccess == true) { %>[[Bribe Him|Ramon7]]<% } else { %>[[Bribe Him|Ramon12]]<% } %>
<% if (runSuccess == true) { %>[[Run Away|Ramon17]]<% } else { %>[[Run Away|Ramon19]]<% } %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
As you pass an alley, a click makes you jump. You curse yourself as you spot the brim of a cowboy hat, followed by a familiar-looking cowboy.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon6]]
<%= escapeChance('bribe', 70)%> <%= escapeChance('run', 60) %>
You slipped between my fingers last time. That won’t happen again. Come along now, 'afore things get messy.
<% if (bribeSuccess == true) { %>[[Bribe Him|Ramon7]]<% } else { %>[[Bribe Him|Ramon12]]<% } %>
<% if (runSuccess == true) { %>[[Run Away|Ramon17]]<% } else { %>[[Run Away|Ramon19]]<% } %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
His eyebrow raises as you offer your cash winnings so far. Following his gesture towards your pocket, you pull out the wad of cash.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon8]]
Now, that is a pretty penny indeed. Damn. Well, if you insist... I suppose we can come to an understanding.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon9]]
<% bountyTotal -= bountyTotal / 25 %>
As one hand accepts the pile of ill-gotten gains, he claps his other hand over his eyes.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon10]]
Urgh! You dang snake-in-the-grass! It’ll take me at least FIVE MINUTES to clear out all the sand you THREW IN MY EYES. Consarn it!
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon11]]
You don’t wait around to see his subtle wink, already sprinting away as fast as you can.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (currentSet) {
case 1: %>[[Next|R1Crimes1]]<%; break;
case 2: %>[[Next|R1Crimes2]]<%; break;
case 3: %>[[Next|R1Crimes3]]<%; break;
case 4: %>[[Next|R2Crimes1]]<%; break;
case 5: %>[[Next|R2Crimes2]]<%; break;
case 6: %>[[Next|R2Crimes3]]<%; break;
case 7: %>[[Next|R3Crimes1]]<%; break;
case 8: %>[[Next|R3Crimes2]]<%; break;
case 9: %>[[Next|R3Crimes3]]<%; break;
} %>
He shakes his head disapprovingly, clicking his tongue.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon13]]
Tsk, tsk. Now, I may be a mercenary, but there's more than coin in it. Brand recognition, you understand.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon14]]
He shrugs a bit as your heart sinks.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon15]]
Don’t cause no trouble, now. I'd hate t'have to ruin that pretty face of yours.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon16]]
He winks, reaching behind his back and producing a pair of handcuffs. Moving deftly, your hands are locked in steel and his hand rests on your shoulder.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (checkEnding(bountyTotal)) {
case 'good': %>[[Next|HiBounty]]<%; break;
case 'meh': %>[[Next|MehBounty]]<%; break;
case 'bad': %>[[Next|LoBounty]]<%; break;
} %>
You didn’t come this far for nothing, and you can’t afford to let your money go to waste now. You turn on your heel and run.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon18]]
You hear footsteps behind you but you don’t dare look back. A few shots ring out and you hear them whiz past your ears, leaving them ringing, but none connect. Weaving through alleys and backroads, the footsteps get farther and farther away, before fading into nothing. It seems you’ve escaped for now.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (currentSet) {
case 1: %>[[Next|R1Crimes1]]<%; break;
case 2: %>[[Next|R1Crimes2]]<%; break;
case 3: %>[[Next|R1Crimes3]]<%; break;
case 4: %>[[Next|R2Crimes1]]<%; break;
case 5: %>[[Next|R2Crimes2]]<%; break;
case 6: %>[[Next|R2Crimes3]]<%; break;
case 7: %>[[Next|R3Crimes1]]<%; break;
case 8: %>[[Next|R3Crimes2]]<%; break;
case 9: %>[[Next|R3Crimes3]]<%; break;
} %>
You didn’t come this far for nothing, and you can’t afford to let your money go to waste now. You turn on your heel and run.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon20]]
You hear footsteps behind you but you don’t dare look back. You hear a single shot ring out, and a searing pain shoots up your leg as it gives away under your weight. You barely have a chance to move before a boot is place squarely on your back.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon21]]
Now THAT move was proper stupid, partner. A damn shame...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Ramon22]]
The hunter holsters his revolver and pulls out a pair of handcuffs. The game is at an end.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (checkEnding(bountyTotal)) {
case 'good': %>[[Next|HiBounty]]<%; break;
case 'meh': %>[[Next|MehBounty]]<%; break;
case 'bad': %>[[Next|LoBounty]]<%; break;
} %>
As you run down the street, the rapidly-approaching rumble of an 8-cylinder engine grabs your attention. In the blink of an eye, a black muscle car speeds past you and pulls into a sliding stop as the driver side opens.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper2]]
Out of the car steps a woman dressed from shoulder to toe in metal-studded leather. You don't see the sawn-off shotgun until it's suddenly pointed directly at your face.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper3]]
End of the line, dirtbag.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper4]]
The way she spits the words out feels almost venomous by itself. She eyes you for a second, then lowers the weapon's aim.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper5]]
The show requires I bring you in alive... but the contract doesn't say a thing about your kneecaps.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper6]]
<%= escapeChance('bribe', 50)%> <%= escapeChance('run', 40) %>
Do exactly as I say, or you best believe me that I’ll make sure your worst enemy in prison is the stairs.
<% if (bribeSuccess == true) { %>[[Bribe Her|Viper10]]<% } else { %>[[Bribe Her|Viper14]]<% } %>
<% if (runSuccess == true) { %>[[Run Away|Viper17]]<% } else { %>[[Run Away|Viper19]]<% } %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
As you run down the street, the familiar rumble of an 8-cylinder engine grabs your attention.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper8]]
Before you have a chance to dive into a store or an alley, the muscle car squeals as it spins and settles as a makeshift barracade. A split second later, the door's open and there's a shotgun in your face again.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper9]]
<%= escapeChance('bribe', 40)%> <%= escapeChance('run', 30) %>
Got you again, bozo. Now, don't push it. Come quietly, or you’ll see EXACTLY what happens to people who piss me off.
<% if (bribeSuccess == true) { %>[[Bribe Her|Viper10]]<% } else { %>[[Bribe Her|Viper14]]<% } %>
<% if (runSuccess == true) { %>[[Run Away|Viper17]]<% } else { %>[[Run Away|Viper19]]<% } %>
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
An advance, huh? You’re smarter than you look. Shit, with as easy as it was to track you down, I’m sure I can land you again. No harm in doubling my cut.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper11]]
She grins wickedly, snatching the wad of cash you offer her, and idly pamling through it one-handed for a moment.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper12]]
<% bountyTotal -= bountyTotal / 25 %>
This'll do. Don’t let me catch you again, though. At least, not before you find more cash.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper13]]
She gets back into her muscle car and speeds away... for now.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (currentSet) {
case 1: %>[[Next|R1Crimes1]]<%; break;
case 2: %>[[Next|R1Crimes2]]<%; break;
case 3: %>[[Next|R1Crimes3]]<%; break;
case 4: %>[[Next|R2Crimes1]]<%; break;
case 5: %>[[Next|R2Crimes2]]<%; break;
case 6: %>[[Next|R2Crimes3]]<%; break;
case 7: %>[[Next|R3Crimes1]]<%; break;
case 8: %>[[Next|R3Crimes2]]<%; break;
case 9: %>[[Next|R3Crimes3]]<%; break;
} %>
The FUCK kinda botched job you take me for, huh? I've half a mind to CRIPPLE you for that insult. Fuck you! Enjoy riding in the trunk, shitbag.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper15]]
She pushes you towards the back of her car with the barrel of her shotgun.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (checkEnding(bountyTotal)) {
case 'good': %>[[Next|HiBounty]]<%; break;
case 'meh': %>[[Next|MehBounty]]<%; break;
case 'bad': %>[[Next|LoBounty]]<%; break;
} %>
It doesn't take much to kick the gun out of her hands. You hear a scramble and cussing as you ditch the scene as fast as you can.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper17]]
You're about two roads away when you hear the engine roar to life violently. In a panic, you jump over the edge of the on-ramp and slide down the concrete towards the trash bins and waste below.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper18]]
The car speeds up the ramp, then back down. A minute later, it speeds back up again. Then... silence. You breathe a sigh of relief, and carry on.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (currentSet) {
case 1: %>[[Next|R1Crimes1]]<%; break;
case 2: %>[[Next|R1Crimes2]]<%; break;
case 3: %>[[Next|R1Crimes3]]<%; break;
case 4: %>[[Next|R2Crimes1]]<%; break;
case 5: %>[[Next|R2Crimes2]]<%; break;
case 6: %>[[Next|R2Crimes3]]<%; break;
case 7: %>[[Next|R3Crimes1]]<%; break;
case 8: %>[[Next|R3Crimes2]]<%; break;
case 9: %>[[Next|R3Crimes3]]<%; break;
} %>
She seems a little distracted, and the nearest alley isn't too far off. You calculate your chances, then go for it.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper20]]
You move fast... but she moves faster. A searing pain in the back of your knee drops you. A moment later, it escalates as she rams her heel into the raw wound.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper21]]
Told you, moron. NO ONE escapes me. Fucking dirtbag.
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
[[Next|Viper22]]
She grabs you by your other leg and drags you with surprising ease across the asphalt to the car. It seems the game is at an end...
Danger: <%= dangerManager() %>
Bounty: $<%= bountyTotal %>
<% switch (checkEnding(bountyTotal)) {
case 'good': %>[[Next|HiBounty]]<%; break;
case 'meh': %>[[Next|MehBounty]]<%; break;
case 'bad': %>[[Next|LoBounty]]<%; break;
} %>