code:
:: SE lethal pit [nobr]

<<set $nextButton = "Continue", $nextLink = "Scheduled Event", $returnTo = "Scheduled Event", $pitFought = 1, _fighterOne = 0, _fighterTwo = 0>>

<<if $killChoice == 2>>
	<<set _fighterOne = $slaveFightingBG.ID>>
	<<set _fighterOne = getSlave(_fighterOne)>>
	<<set _fighterTwo = getSlave($Bodyguard.ID)>>
	<<setLocalPronouns _fighterOne>>
	<<setLocalPronouns _fighterTwo 2>>
<<else>>
	<<if $pitBG == 0>>
		<<set _fighterOne = $fighterIDs.pluck()>> /* .pluck() removes the element from the array, preventing _fighterTwo from also choosing this ID */
		<<set _fighterOne = getSlave(_fighterOne)>>
	<<else>>
		<<set _fighterOne = getSlave($Bodyguard.ID)>>
	<</if>>
	<<setLocalPronouns _fighterOne>>
	<<if $pitAnimal == 0>>
		<<set _fighterTwo = $fighterIDs.pluck()>>
		<<set _fighterTwo = getSlave(_fighterTwo)>>
		<<if ndef _fighterOne || ndef _fighterTwo || (_fighterOne == 0) || (_fighterTwo == 0)>>
			<<goto "Nonrandom Event">>
		<</if>>
		<<setLocalPronouns _fighterTwo 2>>

		/* 000-250-006 */
		<<if $seeImages == 1>>

					<<= SlaveArt(_fighterOne, 2, 0)>>

					<<= SlaveArt(_fighterTwo, 2, 0)>>

		<</if>>
		/* 000-250-006 */

	<<else>>
		<<switch $pitAnimalType>>
		<<case "canine">>
			<<set _animal = $activeCanine>>
		<<case "hooved">>
			<<set _animal = $activeHooved>>
		<<case "feline">>
			<<set _animal = $activeFeline>>
		<</switch>>

			/* 000-250-006 */
			<<if $seeImages == 1>>
				<<if $imageChoice == 1>>

<<= SlaveArt(_fighterOne, 2, 0)>>

				<<else>>

<<= SlaveArt(_fighterOne, 2, 0)>>

				<</if>>
			<</if>>
			/* 000-250-006 */

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

This week's pit fight is between _fighterOne.slaveName and <<if $pitAnimal == 0>>_fighterTwo.slaveName<<else>>a _animal.species<</if>>.
<<if $pitAudience == "none">>
	You are alone above the pit, left to watch them kill and die in private.
<<elseif $pitAudience == "free">>
	Your guests line the rim of the pit, joking and betting, nervous and excited by the close prospect of watching a $girl die.
<<else>>
	The attendees line the rim of the pit, betting and arguing, nervous and excited by the close prospect of watching a $girl die.
<</if>>

<<if $arcologies[0].FSRomanRevivalist != "unset">>
	They @@.green;passionately approve@@ of your hosting lethal combat between slaves; this advances ideas from antiquity about what public events should be.
	<<run repX(20*$FSSingleSlaveRep*($arcologies[0].FSRomanRevivalist/$FSLockinLevel), "pit")>>
	<<set $arcologies[0].FSRomanRevivalist += 0.4*$FSSingleSlaveRep>>
<<elseif $arcologies[0].FSAztecRevivalist != "unset">>
	They @@.green;approve@@ of your hosting lethal combat; this advances ideas that blood must flow as it did in ancient times.
	<<run repX(10*$FSSingleSlaveRep*($arcologies[0].FSAztecRevivalist/$FSLockinLevel), "pit")>>
	<<set $arcologies[0].FSAztecRevivalist += 0.2*$FSSingleSlaveRep>>
<</if>>

You review the rules — the <<if $pitAnimal == 0>>combatants<<else>>slave<</if>> will use their choice of swords, and the fight will be to the death<<if $pitAnimal == 0>>, with both combatants executed if no decision is reached<</if>>. <<if $pitAnimal == 0>>The winner<<else>>If $he wins, $he<</if>> will earn two complete days of rest, not to mention continued life. You take a moment to look over your <<if $pitAnimal == 0>>fighters<<else>>slave<</if>> before giving the word. After all, it<<if $pitAnimal == 0>>'s<<else>> might be<</if>> the last time you'll be seeing <<if $pitAnimal == 0>>one of them<<else>>$him<</if>> alive.

<<set _fighterOneDeadliness = Deadliness(_fighterOne)>>

<<if _fighterOne.fetish == "mindbroken">>
	_fighterOne.slaveName is too broken to care about whether $he lives or dies;
<<elseif _fighterOneDeadliness > 5>>
	_fighterOne.slaveName seems very confident;
<<elseif _fighterOneDeadliness > 3>>
	_fighterOne.slaveName seems nervous, but steels $himself;
<<elseif _fighterOneDeadliness > 1>>
	_fighterOne.slaveName seems hesitant and unsure;
<<else>>
	_fighterOne.slaveName is obviously terrified, and might flee if there were a way out of the pit;
<</if>>

<<if _fighterOne.fetish == "mindbroken">>
	$he is indifferent to the prospect of killing, as well.
<<elseif _fighterOne.devotion > 95>>
	$he is clearly willing to do $his best to kill for you.
<<elseif (_fighterOne.fetish == "sadist") && (_fighterOne.fetishKnown == 1) && (_fighterOne.fetishStrength > 60)>>
	the prospect of killing does not seem to concern $him.
<<elseif _fighterOne.devotion > 50>>
	$he obviously does not want to kill, but will do as you order.
<<elseif _fighterOne.devotion >= -20>>
	$he is clearly unhappy at the prospect of killing, but knows that the alternative is death.
<<else>>
	$he knows that it's kill or be killed, and puts aside $his hatred of you in an effort to live.
<</if>>

<<if _fighterOne.skill.combat > 0>>
	$His grip on $his sword is sure and easy.
<</if>>

<<if _fighterOne.muscles > 95>>
	$He is wielding a massive two-handed blade few others could even heft.
<<elseif _fighterOne.muscles > 30>>
	$He is strong enough to handle a bastard sword.
<<elseif _fighterOne.muscles > 5>>
	$He has selected a longsword suited to $his strength.
<<elseif _fighterOne.muscles < -95>>
	$He has selected a meager dagger; even then $he can barely wield it.
<<elseif _fighterOne.muscles < -30>>
	$He has selected a dagger, the heaviest weapon $he can manage.
<<elseif _fighterOne.muscles < -5>>
	$He has selected a short sword, despite being able to barely lift it.
<<else>>
	$He has selected a short sword, the heaviest weapon $he can manage.
<</if>>

<<if _fighterOne.height >= 170>>
	$His height gives $him a reach advantage.
<</if>>

<<if _fighterOne.health.condition > 50>>
	$His shining health makes $him a better fighter.
<</if>>

<<if _fighterOne.weight > 190>>
	$His extreme weight nearly immobilizes $him. $He struggles to move let alone fight.
<<elseif _fighterOne.weight > 160>>
	$His extreme weight limits $his mobility and range of motion, making $him an easy target.
<<elseif _fighterOne.weight > 130>>
	$His extreme weight holds $him back as a pit fighter.
<<elseif _fighterOne.weight > 30>>
	$His heavy weight is an impediment as a pit fighter.
<<elseif _fighterOne.weight < -10>>
	$His light weight is an impediment as a pit fighter.
<</if>>

<<if _fighterOne.health.condition < -50>>
	$His poor health makes $him a weaker combatant.
<</if>>

<<if _fighterOne.pregKnown == 1 || _fighterOne.bellyPreg >= 1500>>
	<<if _fighterOne.bellyPreg >= 750000>>
		$His monolithic pregnancy guarantees $his and $his many, many children's deaths; not only is $he on the verge of splitting open, but it is an unmissable, indefensible target. $He has no hope of attacking around the straining mass, let alone stopping $his opponent. $He is damned.
	<<elseif _fighterOne.bellyPreg >= 600000>>
		$His titanic pregnancy is practically a death sentence; not only does $he risk bursting, but it is an unmissable, indefensible target. $He can barely keep it together while thinking about the lives of $his brood.
	<<elseif _fighterOne.bellyPreg >= 450000>>
		$His gigantic pregnancy practically damns $him; it presents an unmissable, indefensible target for $his adversary. $He can barely keep it together while thinking about the lives of $his brood.
	<<elseif _fighterOne.bellyPreg >= 300000>>
		$His massive pregnancy obstructs $his movement and greatly hinders $him. $He struggles to think of how $he could even begin to defend it from harm.
	<<elseif _fighterOne.bellyPreg >= 150000>>
		$His giant pregnancy obstructs $his movement and greatly slows $him down. $He tries not to think of how many lives are depending on $him.
	<<elseif _fighterOne.bellyPreg >= 100000>>
		$His giant belly gets in $his way and weighs $him down. $He is terrified for the lives of $his many children.
	<<elseif _fighterOne.bellyPreg >= 10000>>
		$His huge belly gets in $his way and weighs $him down. $He is terrified for the <<if _fighterOne.pregType > 1>>lives of $his children<<else>>life of $his child<</if>>.
	<<elseif _fighterOne.bellyPreg >= 5000>>
		$His advanced pregnancy makes $him much less effective, not to mention terrified for $his child<<if _fighterOne.pregType > 1>>ren<</if>>.
	<<elseif _fighterOne.bellyPreg >= 1500>>
		$His growing pregnancy distracts $him with concern over the life growing within $him.
	<<else>>
		The life just beginning to grow inside $him distracts $him from the fight.
	<</if>>
<<elseif _fighterOne.bellyImplant >= 1500>>
	<<if _fighterOne.bellyImplant >= 750000>>
		$His monolithic, <<print _fighterOne.bellyImplant>>cc implant filled belly guarantees $his death; not only is $he on the verge of splitting open, but it is an unmissable, indefensible target that threatens to drag $him to the ground. $He has no hope of attacking around the straining mass, let alone stopping $his opponent.
	<<elseif _fighterOne.bellyImplant >= 600000>>
		$His titanic, <<print _fighterOne.bellyImplant>>cc implant filled belly is practically a guaranteed death; $he can barely stand let alone fight. Not only is it cripplingly heavy, unwieldy and an easy target, but $he can feel it straining to hold the sheer amount of filler forced into it.
	<<elseif _fighterOne.bellyImplant >= 450000>>
		$His gigantic, <<print _fighterOne.bellyImplant>>cc implant filled belly is nearly a guaranteed death; it presents an unmissable, indefensible target for $his adversary.
	<<elseif _fighterOne.bellyImplant >= 300000>>
		$His massive, <<print _fighterOne.bellyImplant>>cc implant filled belly is extremely heavy, unwieldy and an easy target, practically damning $him in combat.
	<<elseif _fighterOne.bellyImplant >= 150000>>
		$His giant, <<print _fighterOne.bellyImplant>>cc implant filled belly obstructs $his movement and greatly slows $him down.
	<<elseif _fighterOne.bellyImplant >= 100000>>
		$His giant, <<print _fighterOne.bellyImplant>>cc implant filled belly is very heavy and unwieldy, throwing off $his weight and making $him far less effective.
	<<elseif _fighterOne.bellyImplant >= 10000>>
		$His huge, <<print _fighterOne.bellyImplant>>cc implant filled belly is very heavy and unwieldy, throwing off $his weight and making $him far less effective.
	<<elseif _fighterOne.bellyImplant >= 5000>>
		$His large, <<print _fighterOne.bellyImplant>>cc implant filled belly is heavy and unwieldy, rendering $him less effective.
	<<elseif _fighterOne.bellyImplant >= 1500>>
		$His swollen, <<print _fighterOne.bellyImplant>>cc implant filled belly is heavy and makes $him less effective.
	<</if>>
<</if>>
<<if _fighterOne.labor == 1>>
	$He's feeling labor pains. $His child<<if _fighterOne.pregType > 1>>ren are<<else>> is<</if>> ready to be born, oblivious to the fact that it will mean the death of <<if _fighterOne.pregType > 1>>their<<else>>its<</if>> mother.
<<elseif _fighterOne.preg >= _fighterOne.pregData.normalBirth && _fighterOne.pregControl != "labor suppressors">>
	$He'll be going into labor any time now and $he knows it. $He's terrified of the thought of $his water breaking during the fight.
<</if>>

<<if _fighterOne.bellyFluid >= 10000>>
	$His hugely bloated, <<print _fighterOne.inflationType>>-filled belly is taut and painful, hindering $his ability to fight.
<<elseif _fighterOne.bellyFluid >= 5000>>
	$His bloated, <<print _fighterOne.inflationType>>-stuffed belly is constantly jiggling and moving, distracting $him and throwing off $his weight.
<<elseif _fighterOne.bellyFluid >= 2000>>
	$His distended, <<print _fighterOne.inflationType>>-belly is uncomfortable and heavy, distracting $him.
<</if>>

<<if !canSee(_fighterOne)>>
	$His lack of eyesight is certain death.
<<elseif !canSeePerfectly(_fighterOne)>>
	$His poor eyesight makes $him a weaker combatant.
<</if>>

<<if !canHear(_fighterOne)>>
	$His lack of hearing is a major detriment.
<<elseif ((_fighterOne.hears == -1) && (_fighterOne.earwear != "hearing aids")) || (_fighterOne.hears == 0 && (_fighterOne.earwear == "muffling ear plugs"))>>
	$His poor hearing is a minor detriment.
<</if>>

<<if hasAnyProstheticLimbs(_fighterOne)>>
	The pit lights gleam on $his P-Limbs.
	<<if getLimbCount(_fighterOne, 6) > 0>>
		The limits on $his cybernetic limbs have been lifted, turning them deadly.
	<<elseif getLimbCount(_fighterOne, 5) > 0>>
		Their integral weapons are fully uncaged.
	<</if>>
<</if>>

<<if $pitAnimal == 0>>
	<<set _fighterTwoDeadliness = Deadliness(_fighterTwo)>>

	<<if _fighterTwo.fetish == "mindbroken">>
		_fighterTwo.slaveName is too broken to care about whether _he2 lives or dies;
	<<elseif _fighterTwoDeadliness > 5>>
		_fighterTwo.slaveName seems very confident;
	<<elseif _fighterTwoDeadliness > 3>>
		_fighterTwo.slaveName seems nervous, but steels _himself2;
	<<elseif _fighterTwoDeadliness > 1>>
		_fighterTwo.slaveName seems hesitant and unsure;
	<<else>>
		_fighterTwo.slaveName is obviously terrified, and might flee if there were a way out of the pit;
	<</if>>

	<<if _fighterTwo.fetish == "mindbroken">>
		_he2 is indifferent to the prospect of killing, as well.
	<<elseif _fighterTwo.devotion > 95>>
		_he2 is clearly willing to do _his2 best to kill for you.
	<<elseif (_fighterTwo.fetish == "sadist") && (_fighterTwo.fetishKnown == 1) && (_fighterTwo.fetishStrength > 60)>>
		the prospect of killing does not seem to concern _him2.
	<<elseif _fighterTwo.devotion > 50>>
		_he2 obviously does not want to kill, but will do as you order.
	<<elseif _fighterTwo.devotion >= -20>>
		_he2 is clearly unhappy at the prospect of killing, but knows that the alternative is death.
	<<else>>
		_he2 knows that it's kill or be killed, and puts aside _his2 hatred of you in an effort to live.
	<</if>>

	<<if _fighterTwo.skill.combat > 0>>
		_His2 grip on _his2 sword is sure and easy.
	<</if>>

	<<if _fighterTwo.muscles > 95>>
		_He2 is wielding a massive two-handed blade few others could even heft.
	<<elseif _fighterTwo.muscles > 30>>
		_He2 is strong enough to handle a bastard sword.
	<<elseif _fighterTwo.muscles > 5>>
		_He2 has selected a longsword suited to _his2 strength.
	<<elseif _fighterTwo.muscles < -95>>
		_He2 has selected a meager dagger; even then _he2 can barely wield it.
	<<elseif _fighterTwo.muscles < -30>>
		_He2 has selected a dagger, the heaviest weapon _he2 can manage.
	<<elseif _fighterTwo.muscles < -5>>
		_He2 has selected a short sword, despite being able to barely lift it.
	<<else>>
		_He2 has selected a short sword, the heaviest weapon _he2 can manage.
	<</if>>

	<<if _fighterTwo.height >= 170>>
		_His2 height gives _him2 a reach advantage.
	<</if>>

	<<if _fighterTwo.health.condition > 50>>
		_His2 shining health makes _him2 a better fighter.
	<</if>>

	<<if _fighterTwo.weight > 190>>
		_His2 extreme weight nearly immobilizes _him2. _He2 struggles to move let alone fight.
	<<elseif _fighterTwo.weight > 160>>
		_His2 extreme weight limits _his2 mobility and range of motion, making _him2 an easy target.
	<<elseif _fighterTwo.weight > 130>>
		_His2 extreme weight holds _him2 back as a pit fighter.
	<<elseif _fighterTwo.weight > 30>>
		_His2 heavy weight is an impediment as a pit fighter.
	<<elseif _fighterTwo.weight < -10>>
		_His2 light weight is an impediment as a pit fighter.
	<</if>>

	<<if _fighterTwo.health.condition < -50>>
		_His2 poor health makes _him2 a weaker combatant.
	<</if>>

	<<if _fighterTwo.pregKnown == 1 || _fighterTwo.bellyPreg >= 1500>>
		<<if _fighterTwo.bellyPreg >= 750000>>
			_His2 monolithic pregnancy guarantees _his2 and _his2 many, many children's deaths; not only is _he2 on the verge of splitting open, but it is an unmissable, indefensible target. _He2 has no hope of attacking around the straining mass, let alone stopping _his2 opponent. _He2 is damned.
		<<elseif _fighterTwo.bellyPreg >= 600000>>
			_His2 titanic pregnancy is practically a death sentence; not only does _he2 risk bursting, but it is an unmissable, indefensible target. _He2 can barely keep it together while thinking about the lives of _his2 brood.
		<<elseif _fighterTwo.bellyPreg >= 450000>>
			_His2 gigantic pregnancy practically damns _him2; it presents an unmissable, indefensible target for _his2 adversary. _He2 can barely keep it together while thinking about the lives of _his2 brood.
		<<elseif _fighterTwo.bellyPreg >= 300000>>
			_His2 massive pregnancy obstructs _his2 movement and greatly hinders _him2. _He2 struggles to think of how _he2 could even begin to defend it from harm.
		<<elseif _fighterTwo.bellyPreg >= 150000>>
			_His2 giant pregnancy obstructs _his2 movement and greatly slows _him2 down. _He2 tries not to think of how many lives are depending on _him2.
		<<elseif _fighterTwo.bellyPreg >= 100000>>
			_His2 giant belly gets in _his2 way and weighs _him2 down. _He2 is terrified for the lives of _his2 many children.
		<<elseif _fighterTwo.bellyPreg >= 10000>>
			_His2 huge belly gets in _his2 way and weighs _him2 down. _He2 is terrified for the <<if _fighterTwo.pregType > 1>>lives of _his2 children<<else>>life of _his2 child<</if>>.
		<<elseif _fighterTwo.bellyPreg >= 5000>>
			_His2 advanced pregnancy makes _him2 much less effective, not to mention terrified for _his2 child<<if _fighterTwo.pregType > 1>>ren<</if>>.
		<<elseif _fighterTwo.bellyPreg >= 1500>>
			_His2 growing pregnancy distracts _him2 with concern over the life growing within _him2.
		<<else>>
			The life just beginning to grow inside _him2 distracts _him2 from the fight.
		<</if>>
	<<elseif _fighterTwo.bellyImplant >= 1500>>
		<<if _fighterTwo.bellyImplant >= 750000>>
			_His2 monolithic, <<print _fighterTwo.bellyImplant>>cc implant filled belly guarantees _his2 death; not only is _he2 on the verge of splitting open, but it is an unmissable, indefensible target that threatens to drag _him2 to the ground. _He2 has no hope of attacking around the straining mass, let alone stopping _his2 opponent.
		<<elseif _fighterTwo.bellyImplant >= 600000>>
			_His2 titanic, <<print _fighterTwo.bellyImplant>>cc implant filled belly is practically a guaranteed death; _he2 can barely stand let alone fight. Not only is it cripplingly heavy, unwieldy and an easy target, but _he2 can feel it straining to hold the sheer amount of filler forced into it.
		<<elseif _fighterTwo.bellyImplant >= 450000>>
			_His2 gigantic, <<print _fighterTwo.bellyImplant>>cc implant filled belly is nearly a guaranteed death; it presents an unmissable, indefensible target for _his2 adversary.
		<<elseif _fighterTwo.bellyImplant >= 300000>>
			_His2 massive, <<print _fighterTwo.bellyImplant>>cc implant filled belly is extremely heavy, unwieldy and an easy target, practically damning _him2 in combat.
		<<elseif _fighterTwo.bellyImplant >= 150000>>
			_His2 giant, <<print _fighterTwo.bellyImplant>>cc implant filled belly obstructs _his2 movement and greatly slows _him2 down.
		<<elseif _fighterTwo.bellyImplant >= 100000>>
			_His2 giant, <<print _fighterTwo.bellyImplant>>cc implant filled belly is very heavy and unwieldy, throwing off _his2 weight and making _him2 far less effective.
		<<elseif _fighterTwo.bellyImplant >= 10000>>
			_His2 huge, <<print _fighterTwo.bellyImplant>>cc implant filled belly is very heavy and unwieldy, throwing off _his2 weight and making _him2 far less effective.
		<<elseif _fighterTwo.bellyImplant >= 5000>>
			_His2 large, <<print _fighterTwo.bellyImplant>>cc implant filled belly is heavy and unwieldy, rendering _him2 less effective.
		<<elseif _fighterTwo.bellyImplant >= 1500>>
			_His2 swollen, <<print _fighterTwo.bellyImplant>>cc implant filled belly is heavy and makes _him2 less effective.
		<</if>>
	<</if>>
	<<if _fighterTwo.labor == 1>>
		_He2's feeling labor pains. _His2 child<<if _fighterTwo.pregType > 1>>ren are<<else>> is<</if>> ready to be born, oblivious that it will mean the death of <<if _fighterTwo.pregType > 1>>their<<else>>its<</if>> mother.
	<<elseif _fighterTwo.preg >= _fighterTwo.pregData.normalBirth && _fighterTwo.pregControl != "labor suppressors">>
		_He2'll be going into labor any time now and _he2 knows it. _He2's terrified of the thought of _his2 water breaking during the fight.
	<</if>>

	<<if _fighterTwo.bellyFluid >= 10000>>
		_His2 hugely bloated, <<print _fighterTwo.inflationType>>-filled belly is taut and painful, hindering _his2 ability to fight.
	<<elseif _fighterTwo.bellyFluid >= 5000>>
		_His2 bloated, <<print _fighterTwo.inflationType>>-stuffed belly is constantly jiggling and moving, distracting _him2 and throwing off _his2 weight.
	<<elseif _fighterTwo.bellyFluid >= 2000>>
		_His2 distended, <<print _fighterTwo.inflationType>>-belly is uncomfortable and heavy, distracting _him2.
	<</if>>

	<<if !canSee(_fighterTwo)>>
		_His2 lack of eyesight is certain death.
	<<elseif !canSeePerfectly(_fighterOne)>>
		_His2 poor eyesight makes _him2 a weaker combatant.
	<</if>>

	<<if !canHear(_fighterTwo)>>
		_His2 lack of hearing is a major detriment.
	<<elseif ((_fighterTwo.hears == -1) && (_fighterTwo.earwear != "hearing aids")) || (_fighterTwo.hears == 0 && (_fighterTwo.earwear == "muffling ear plugs"))>>
		_His2 poor hearing is a minor detriment.
	<</if>>

	<<if hasAnyProstheticLimbs(_fighterTwo)>>
		The pit lights gleam on _his2 P-Limbs.
		<<if getLimbCount(_fighterTwo, 6) > 0>>
			The limits on _his2 cybernetic limbs have been lifted, turning them deadly.
		<<elseif getLimbCount(_fighterTwo, 5) > 0>>
			Their integral weapons are fully uncaged.
		<</if>>
	<</if>>
<<else>>	/*if fighting an animal*/
	<<set $activeSlave = _fighterOne>>
	<<set _fighterTwo = _animal>>
	<<switch $pitAnimalType.type>>
	<<case "canine">>
		<<set _fighterTwoDeadliness = (random(2,4))>>
	<<case "hooved">>
		<<set _fighterTwoDeadliness = (random(1,3))>>
	<<case "feline">>
		<<set _fighterTwoDeadliness = (random(2,6))>>
	<</switch>>
<</if>>

In any case, <<if $pitAnimal == 0>>both of the slaves have<<else>>the slave and the _animal.species have both<</if>> been dosed with aggression enhancers and inhibition blockers; they'll fight to kill.

<<if _fighterTwoDeadliness > _fighterOneDeadliness>>
	<<set _winner = _fighterTwo>>
	<<set _winnerDeadliness = _fighterTwoDeadliness>>
	<<set _loser = _fighterOne>>
	<<set _loserDeadliness = _fighterOneDeadliness>>
<<elseif _fighterTwoDeadliness < _fighterOneDeadliness>>
	<<set _loser = _fighterTwo>>
	<<set _loserDeadliness = _fighterTwoDeadliness>>
	<<set _winner = _fighterOne>>
	<<set _winnerDeadliness = _fighterOneDeadliness>>
<<elseif random(1,100) > 50>>
	<<set _winner = _fighterTwo>>
	<<set _winnerDeadliness = _fighterTwoDeadliness>>
	<<set _loser = _fighterOne>>
	<<set _loserDeadliness = _fighterOneDeadliness>>
<<else>>
	<<set _loser = _fighterTwo>>
	<<set _loserDeadliness = _fighterTwoDeadliness>>
	<<set _winner = _fighterOne>>
	<<set _winnerDeadliness = _fighterOneDeadliness>>
<</if>>

<<if $pitAnimal == 0>>
	<<setLocalPronouns _winner>>
	<<setLocalPronouns _loser 2>>
	<<if !canSee(_winner) && !canSee(_loser)>>
		_winner.slaveName and _loser.slaveName are both blind, making the fight a staredown. Neither slave wants to make the first move, especially with the drowning cacophony coming from the jeering crowd. Slowly, _winner.slaveName moves forward, waving $his sword side to side in the hopes of finding $his opponent before $he $himself gets found. _loser.slaveName's sword clips the tip of _winner.slaveName's setting off a surprisingly brutal series of slashes. The two slaves violently lay into each other, suffering more and more strikes as the struggle goes on. Less than a minute from first contact, both slaves are lying in their combined blood. As you begin to call it a draw, you notice _winner.slaveName start to stir. $He staggers to $his feet, coated in $his and _loser.slaveName's blood, before dropping back to $his knees. It seems $he lived through this fight; odds aren't likely $he'll do it again.
		<<run healthDamage(_winner, 50)>>
		<<if $pitAudience == "paid">>
			The audience is surprised by the sudden violence after so much standing around, and your @@.yellowgreen;cut of the betting@@ is modest.
			<<run cashX(5000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.green;surprised@@ by the sudden violence after so much standing around.
			<<run repX(250, "pit", _winner)>>
		<</if>>
	<<elseif (_winnerDeadliness > _loserDeadliness+1) && getArmCount(_winner, 6) > 1>>
		Upon your word the two combatants approach each other. _winner.slaveName does not carry a sword, raising only $his hands, but these are terrifying, modern weapons themselves. _loser.slaveName tries a probing sweep, but _winner.slaveName catches _his2 blade in one hand, slides it down to the hilt with a shriek of metal on metal, and snaps the blade cleanly. _loser.slaveName <<if canSee(_loser)>>watches this<<else>>freezes in place<</if>>, dumbstruck, before regaining composure and taking a fighting stance again. _winner.slaveName manages to touch $his opponent's bare skin with $his own cybernetics, incapacitating _loser.slaveName with an electric shock. While _loser.slaveName is temporarily stunned, _winner.slaveName strikes _loser.slaveName on the head with deadly force, crushing $his opponent's skull. Though the fight was short,
		<<if $pitAudience == "paid">>
			the audience is quite impressed by the display, and your @@.yellowgreen;cut of the betting@@ is quite good.
			<<run cashX(10000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			the audience is @@.green;very impressed@@ by the display.
			<<run repX(500, "pit", _winner)>>
		<</if>>
	<<elseif (_winnerDeadliness > _loserDeadliness+1) && getArmCount(_winner, 105) > 1>>
		Upon your word the two combatants approach each other. _winner.slaveName drops $his sword as $he comes, raising only $his hands, but these are terrifying, modern weapons themselves. _loser.slaveName tries a probing sweep, but _winner.slaveName catches _his2 blade in one hand, slides it down to the hilt with a shriek of metal on metal, and snaps the blade cleanly. As _loser.slaveName watches this, dumbstruck, _winner.slaveName places a gentle hand under _his2 chin and then extends that arm's integral blade up and through $his opponent's skull. Though the fight was short,
		<<if $pitAudience == "paid">>
			the audience is quite impressed by the display, and your @@.yellowgreen;cut of the betting@@ is quite good.
			<<run cashX(10000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			the audience is @@.green;very impressed@@ by the display.
			<<run repX(500, "pit", _winner)>>
		<</if>>
	<<elseif !canSee(_winner)>>
		_winner.slaveName centers $himself and hones in on _loser.slaveName's rapid breath. $He readies $himself, knowing $he has a single chance to live. With heavy steps, _loser.slaveName rushes $him, fully prepared to slaughter the helpless combatant. _winner.slaveName gambles everything on a single high slash, a slash that cut _loser.slaveName's undefended neck wide open. _winner.slaveName collapses to the ground, fully aware of _loser.slaveName's final gurgles, and the sword @@.red;firmly planted in $his side.@@ $He lived this time, barely, but $he doubts $he can do it again.
		<<run healthDamage(_winner, 80)>>
		<<if $pitAudience == "paid">>
			The audience is awestruck by the blind $girl's triumph, and your @@.yellowgreen;cut of the betting@@ is enormous.
			<<run cashX(40000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.green;awestruck@@ by the blind $girl's triumph.
			<<run repX(2000, "pit", _winner)>>
		<</if>>
	<<elseif !canSee(_loser)>>
		_winner.slaveName sighs at _loser.slaveName's random slashing and calmly struts around the panicking slave. In one quick swoop, _he2 buries _his2 blade in _loser.slaveName's back, ending the poor _girl2's flailing.
		<<run healthDamage(_winner, 80)>>
		<<if $pitAudience == "paid">>
			The audience found the fight embarrassing, and your @@.yellowgreen;cut of the betting@@ is pitiful.
			<<run cashX(40, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.red;annoyed@@ by this waste of a fight.
			<<run repX(-20, "pit", _winner)>>
		<</if>>
	<<elseif (_winnerDeadliness > _loserDeadliness+3)>>
		<<if (_winner.skill.combat > 0)>>
			_winner.slaveName wants to win, and $he opens the fight with a furious attack. _loser.slaveName manages to get _his2 blade up, blocking a strike with a ringing clash and a few sparks, but by doing so leaves _his2 abdomen open and obscures _his2 vision enough that _he2 is unprepared for the following horizontal slash, which opens _his2 belly wide. The stricken _girl2 collapses, feebly trying to push _his2 viscera back into place. Whether out of mercy or a desire to get it over with, _winner.slaveName quickly removes the dying _girl2's head.
			<<if $pitAudience == "paid">>
				The audience is reasonably impressed by the gore, and your @@.yellowgreen;cut of the betting@@ is reasonable.
				<<run cashX(4000, "pit", _winner)>>
			<<elseif $pitAudience == "free">>
				The audience is @@.green;reasonably impressed@@ by the gore.
				<<run repX(200, "pit", _winner)>>
			<</if>>
		<<else>>
			_winner.slaveName wants to win and is confident $he will, but $he isn't particularly sure about how to do so. $He fights cautiously, swinging $his sword in powerful but inaccurate strokes. It is only a matter of time before one of these strikes gets through; it's telling that rather than hitting what $he aimed at, _winner.slaveName accidentally opens a massive gash down _loser.slaveName's thigh. Realizing _he2 has to do something, _loser.slaveName makes a desperate counterattack, pouring blood as _he2 goes. _winner.slaveName panics and fails to parry one of the last counterstrikes before loss of blood ends the attack, suffering a @@.red;terrible cut@@ to $his shoulder. Down to one arm, _winner.slaveName is forced to make a long, loud butchery of ending the fight.
			<<run healthDamage(_winner, 20)>>
			<<if $pitAudience == "paid">>
				The audience is reasonably impressed by the blood, and your @@.yellowgreen;cut of the betting@@ is reasonable.
				<<run cashX(4000, "pit", _winner)>>
			<<elseif $pitAudience == "free">>
				The audience is @@.green;reasonably impressed@@ by the blood.
				<<run repX(200, "pit", _winner)>>
			<</if>>
		<</if>>
	<<elseif (_winner.skill.combat > 0) && (_loser.skill.combat > 0)>>
		Upon your word the two combatants approach each other warily, both knowing the other is reasonably competent. Before long they are trading thrust and parry, swing and block. _winner.slaveName is slowly pressed back, so $he decides to change the nature of the fight. After three tries $he manages to force _loser.slaveName to close, suffering a @@.red;nearly severed ear@@ as $he does. _loser.slaveName realizes _he2 only retains an advantage at long range but cannot back up fast enough to avoid close combat. _loser.slaveName is forced back fast enough that _he2 trips; _he2's barely fallen on _his2 back before _he2 grunts with shock and pain, dying with a look of surprise as _he2 stares at the sword growing out of _his2 chest.
		<<run healthDamage(_winner, 20)>>
		<<if $pitAudience == "paid">>
			The audience is quite impressed by the expert fight, and your @@.yellowgreen;cut of the betting@@ is quite good.
			<<run cashX(10000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.green;very impressed@@ by the expert fight.
			<<run repX(500, "pit", _winner)>>
		<</if>>
	<<elseif (_winner.height-_loser.height <= -10)>>
		_winner.slaveName realizes that _loser.slaveName's wingspan gives _him2 a huge reach advantage. $He bores straight in, taking @@.red;a glancing scalp wound@@ but coming on regardless. _loser.slaveName understands _his2 opponent's intention and backs off, but the pit is small and there isn't much room to retreat. When _his2 back hits a padded wall, _winner.slaveName aims a gutting cut that _loser.slaveName struggles to block. _He2 manages it, but the wall catches _his2 point, so the block is with _his2 wrist, not _his2 sword. The sharp blade cuts almost all the way through the joint, leaving _him2 in agony and totally incapable of defense. _winner.slaveName pushes _his2 head back against the wall and cuts _his2 throat down to the spine.
		<<run healthDamage(_loser, 20)>>
		<<if $pitAudience == "paid">>
			The audience is reasonably impressed by the blood, and your @@.yellowgreen;cut of the betting@@ is reasonable.
			<<run cashX(4000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.green;reasonably impressed@@ by the blood.
			<<run repX(200, "pit", _winner)>>
		<</if>>
	<<elseif (_winner.muscles > 30)>>
		_winner.slaveName is so massively muscular that $he's actually impeded by $his lack of speed and flexibility. _loser.slaveName is properly afraid of _his2 strength, though, so _he2 tries to stay away as much as _he2 can. The few times their blades clash reinforces this approach, since _winner.slaveName is able to beat $his opponent's blocks out of the way with contemptuous ease. The fight takes a long, long time, but it takes more out of _loser.slaveName to survive than it takes out of _winner.slaveName to keep swinging. Eventually the gasping, weeping _loser.slaveName trips and does not struggle to _his2 feet in time. It takes _his2 tired opponent several overhead butcher's cleaves to end it.
		<<if $pitAudience == "paid">>
			The audience is reasonably impressed by the show of strength, and your @@.yellowgreen;cut of the betting@@ is reasonable.
			<<run cashX(1000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.green;reasonably impressed@@ by the show of strength.
			<<run repX(50, "pit", _winner)>>
		<</if>>
	<<elseif (_loser.belly >= 300000)>>
		_winner.slaveName wants to live badly enough that $he takes an extremely brutal shortcut to victory. The instant the fight starts, $he quickly slices right across _loser.slaveName's massive belly, which is far too large to possibly defend. _loser.slaveName's belly ruptures like a popped water balloon, showering _winner.slaveName with
		<<if _loser.pregType > 0>>
			blood. _loser.slaveName collapses into the pile of organs and babies released from _his2 body.
		<<elseif _loser.bellyImplant > 0>>
			blood and filler. _loser.slaveName collapses into the pool of organs and fluid released from _his2 body.
		<<else>>
			blood and <<print _loser.inflationType>>. _loser.slaveName collapses into the pool of organs and fluid released from _his2 body.
		<</if>>
		_winner.slaveName walks over to the bleeding out slave and quickly cuts _his2 throat.
		<<if $pitAudience == "paid">>
			The audience is not very impressed by this easy kill, and your @@.yellowgreen;cut of the betting@@ is unimpressive.
			<<run cashX(slaveCost, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			the audience is @@.green;not very impressed@@ by this easy kill.
			<<run repX(100, "pit", _winner)>>
		<</if>>
	<<elseif (_loser.boobs > 1200)>>
		_winner.slaveName takes an extremely simple shortcut to victory. The instant the fight starts, $he slices _loser.slaveName right across _his2 huge tits, which are so large they cannot properly be defended. _loser.slaveName reflexively drops _his2 sword to clasp _his2 hand<<if hasBothArms(_loser)>>s<</if>> over _his2 ruined breasts, gushing blood<<if _loser.boobsImplant > 400>> and implant fluid<</if>>. _winner.slaveName's follow-up is neither artful nor particularly well planned, but it is effective. $He hits the distracted _girl2's neck from the side, almost but not quite separating _his2 head from _his2 body.
		<<if $pitAudience == "paid">>
			The audience is not very impressed by this easy kill, and your @@.yellowgreen;cut of the betting@@ is unimpressive.
			<<run cashX(slaveCost, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.green;not very impressed@@ by this easy kill.
			<<run repX(100, "pit", _winner)>>
		<</if>>
	<<elseif (_loser.dick > 0)>>
		_winner.slaveName wants to live badly enough that $he takes an extremely brutal shortcut to victory. The instant the fight starts, $he furiously swings for _loser.slaveName's face. _loser.slaveName reflexively raises _his2 sword to block, at which point _winner.slaveName simply kicks _him2 in the dick. _loser.slaveName goes down like a marionette with cut strings, _his2 mouth soundlessly opening and closing and tears leaking from _his2 closed eyes. _winner.slaveName walks over to the prostrate slave and cuts _his2 throat without much trouble.
		<<if $pitAudience == "paid">>
			The audience is not very impressed by this easy kill, and your @@.yellowgreen;cut of the betting@@ is unimpressive.
			<<run cashX(2000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.green;not very impressed@@ by this easy kill.
			<<run repX(100, "pit", _winner)>>
		<</if>>
	<<else>>
		_winner.slaveName wants to live badly enough that $he takes an extremely brutal shortcut to victory. The instant the fight starts, $he furiously swings for _loser.slaveName's face. _loser.slaveName reflexively raises _his2 sword to block, at which point _winner.slaveName simply kicks _him2 in the cunt. _loser.slaveName goes down like a marionette with cut strings, _his2 mouth soundlessly opening and closing and tears leaking from _his2 closed eyes. _winner.slaveName walks over to the prostrate slave and cuts _his2 throat without much trouble.
		<<if $pitAudience == "paid">>
			The audience is not very impressed by this easy kill, and your @@.yellowgreen;cut of the betting@@ is unimpressive.
			<<run cashX(2000, "pit", _winner)>>
		<<elseif $pitAudience == "free">>
			The audience is @@.green;not very impressed@@ by this easy kill.
			<<run repX(100, "pit", _winner)>>
		<</if>>
	<</if>>

	You let the winner _winner.slaveName, shaking as $he comes off the adrenaline, drugs, and the fear, exit the pit.

	<<if _winner.fetish == "mindbroken">>
		$He was already so broken before today that $he will not be seriously affected by having killed with $his own hand<<if hasBothArms(_winner)>>s<</if>>.
	<<elseif _winner.devotion > 95>>
		$He is so worshipful of you that $he does not see killing _loser.slaveName as special in $his own internal listing of things that $he has willingly done and would willingly do again on your behalf.
	<<elseif _winner.devotion > 80>>
		$He will never forget having killed _loser.slaveName with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to @@.hotpink;subsume $his will to yours,@@ telling $himself that the killing was to serve and obey you.
		<<set _winner.devotion += 10>>
	<<elseif (_winner.fetishKnown == 1) && (_winner.fetishStrength > 60) && (_winner.fetish == "sadist")>>
		$He has sunk even deeper into cruelty, callousness, and a total disregard of the value of other slaves' lives. Going forward, $he's even @@.hotpink;less likely to question@@ even the most abominable commands.
		<<set _winner.devotion += 4>>
	<<elseif _winner.devotion > 50>>
		$He will never forget having killed _loser.slaveName with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to tell $himself that the killing was done on your orders.
	<<else>>
		$He will never forget having killed _loser.slaveName with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to @@.mediumorchid;blame you,@@ telling $himself that the killing was the only choice you gave $him if $he wanted to live.
		<<set _winner.devotion -= 10>>
	<</if>>

	<<if (_winner.fetish != "sadist")>>
		<<if random(1,100) > 50>>
			Cruelty and callousness seeps its way into $his sexuality; $he has become a @@.lightcoral;bloody sadist.@@
			<<set _winner.fetish = "sadist">>
			<<set _winner.fetishKnown = 1>>
			<<set _winner.fetishStrength = 65>>
		<</if>>
	<</if>>

	<<if (_winner.rivalry > 0) && (_loser.ID == _winner.rivalryTarget)>>
		<<if (_winner.devotion > 75)>>
			$He is so accepting of the low value of slave life that $he @@.hotpink;is pleased@@ to have killed $his rival _loser.slaveName.
			<<set _winner.devotion += 4>>
		<</if>>
	<<elseif (_winner.relationship >= 0) && (_loser.ID == _winner.relationshipTarget)>>
		<<if (_winner.devotion > 95)>>
			$He is so worshipful of you that $he sees the death of $his only friend at $his own hand as an @@.hotpink;honorable@@ end to their doomed slave relationship.
			<<set _winner.devotion += 4>>
		<<else>>
			$He shows little reaction to the death of $his only friend at $his own hand. In the coming days, it becomes clear that this is because $he is @@.red;no longer capable@@ of reacting to anything on an emotional level. Ever again.
			<<set _winner.fetish = "mindbroken">>
			<<set _winner.fetishKnown = 1>>
		<</if>>
	<<elseif _winner.mother == _loser.ID>>
		<<if (_winner.devotion > 95)>>
			$He is so worshipful of you that $he sees the death of $his mother at $his own hand as an @@.hotpink;honorable@@ end to their doomed family.
			<<set _winner.devotion += 4>>
		<<else>>
			$He shows little reaction to the death of $his mother at $his own hand. In the coming days, it becomes clear that this is because $he is @@.red;no longer capable@@ of reacting to anything on an emotional level. Ever again.
			<<set _winner.fetish = "mindbroken">>
			<<set _winner.fetishKnown = 1>>
		<</if>>
	<<elseif _winner.father == _loser.ID>>
		<<if (_winner.devotion > 95)>>
			$He is so worshipful of you that $he sees the death of $his father at $his own hand as an @@.hotpink;honorable@@ end to their doomed family.
			<<set _winner.devotion += 4>>
		<<else>>
			$He shows little reaction to the death of $his father at $his own hand. In the coming days, it becomes clear that this is because $he is @@.red;no longer capable@@ of reacting to anything on an emotional level. Ever again.
			<<set _winner.fetish = "mindbroken">>
			<<set _winner.fetishKnown = 1>>
		<</if>>
	<<elseif _loser.mother == _winner.ID || _loser.father == _winner.ID>>
		<<if (_winner.devotion > 95)>>
			$He is so worshipful of you that $he sees the death of $his _daughter2 at $his own hand as an @@.hotpink;honorable@@ end to their doomed family.
			<<set _winner.devotion += 4>>
		<<else>>
			$He shows little reaction to the death of $his _daughter2 at $his own hand. In the coming days, it becomes clear that this is because $he is @@.red;no longer capable@@ of reacting to anything on an emotional level. Ever again.
			<<set _winner.fetish = "mindbroken">>
			<<set _winner.fetishKnown = 1>>
		<</if>>
	<<elseif _winner.sisters > 0>>
		<<switch areSisters(_winner, _loser)>>
		<<case 1>>
			<<if (_winner.devotion > 95)>>
				$He is so worshipful of you that $he sees the death of $his twin at $his own hand as an @@.hotpink;honorable@@ end to their doomed family.
				<<set _winner.devotion += 4>>
			<<else>>
				$He shows little reaction to the death of $his twin at $his own hand. In the coming days, it becomes clear that this is because $he is @@.red;no longer capable@@ of reacting to anything on an emotional level. Ever again.
				<<set _winner.fetish = "mindbroken">>
				<<set _winner.fetishKnown = 1>>
			<</if>>
		<<case 2>>
			<<if (_winner.devotion > 95)>>
				$He is so worshipful of you that $he sees the death of $his _sister2 at $his own hand as an @@.hotpink;honorable@@ end to their doomed family.
				<<set _winner.devotion += 4>>
			<<else>>
				$He shows little reaction to the death of $his _sister2 at $his own hand. In the coming days, it becomes clear that this is because $he is @@.red;no longer capable@@ of reacting to anything on an emotional level. Ever again.
				<<set _winner.fetish = "mindbroken">>
				<<set _winner.fetishKnown = 1>>
			<</if>>
		<<case 3>>
			<<if (_winner.devotion > 95)>>
				$He is so worshipful of you that $he sees the death of $his half-<<= _sister2>> at $his own hand as an @@.hotpink;honorable@@ end to their doomed family.
				<<set _winner.devotion += 4>>
			<<else>>
				$He is @@.mediumorchid;utterly devastated@@ at being forced to take the life of $his half-<<= _sister2>>.
				<<set _winner.devotion -= 50>>
			<</if>>
		<</switch>>
	<<elseif (_winner.relation != 0) && (_loser.ID == _winner.relationTarget)>>
		<<if (_winner.devotion > 95)>>
			$He is so worshipful of you that $he sees the death of $his _loser.relation at $his own hand as an @@.hotpink;honorable@@ end to their doomed family.
			<<set _winner.devotion += 4>>
		<<else>>
			$He shows little reaction to the death of $his _loser.relation at $his own hand. In the coming days, it becomes clear that this is because $he is @@.red;no longer capable@@ of reacting to anything on an emotional level. Ever again.
			<<set _winner.fetish = "mindbroken">>
			<<set _winner.fetishKnown = 1>>
		<</if>>
	<</if>>
<<else>>	/*if fighting an animal*/
	<<if _winner == _fighterOne>>	/*if slave wins*/
		<<if !canSee(_winner)>>
			_winner.slaveName centers $himself and hones in on the _animal.species's rapid breath. $He readies $himself, knowing $he has a single chance to live. With heavy steps, the _animal.species rushes at $him, fully prepared to slaughter the helpless combatant. _winner.slaveName gambles everything on a single high slash, a slash that cuts the _animal.species's undefended neck wide open. _winner.slaveName collapses to the ground, fully aware of the _animal.species's final gurgles and the @@.red;deep scratches in $his side.@@ $He lived this time, barely, but $he doubts $he can do it again.
			<<run healthDamage(_winner, 80)>>
			<<if $pitAudience == "paid">>
				The audience is awestruck by the blind $girl's triumph, and your @@.yellowgreen;cut of the betting@@ is enormous.
				<<run cashX(50000, "pit", _winner)>>
			<<elseif $pitAudience == "free">>
				The audience is @@.green;awestruck@@ by the blind $girl's triumph.
				<<run repX(2000, "pit", _winner)>>
			<</if>>
		<<elseif (_winner.muscles > 30)>>
			_winner.slaveName is so massively muscular that $he's actually impeded by $his lack of speed and flexibility. The _animal.species is suitably cautious, and it does its best to avoid $his sword. The two go back and forth for a while — the slave slashing and swinging, the animal leaping out of the way. $activeSlave.slaveName finally manages to get the better of the _animal.species, though, and manages to catch the tip of $his sword on the animal's leg. With a loud <<switch _animal.type>><<case "canine">>yelp<<case "hooved">>whinny<<case "feline">>howl<</switch>>, the _animal.species stumbles back, giving the slave a chance to bring $his sword down in an overhead swing, nearly removing the _animal.species's head.
			<<if $pitAudience == "paid">>
				The audience is reasonably impressed by the show of strength, and your @@.yellowgreen;cut of the betting@@ is reasonable.
				<<run cashX(1000, "pit", _winner)>>
			<<elseif $pitAudience == "free">>
				The audience is @@.green;reasonably impressed@@ by the show of strength.
				<<run repX(50, "pit", _winner)>>
			<</if>>
		<</if>>
	<<else>>	/*if slave loses*/
		<<if !canSee(_loser)>>
			The _animal.species isn't aware that its opponent is blind, and either way, it wouldn't have cared. It slowly paces around the flailing _loser.slaveName, looking for an opening. Seeing one, the _animal.species <<if _animal.type == "hooved">>rushes<<else>>lunges<</if>> at $him, ending $his life in one fell swoop.
			<<if $pitAudience == "paid">>
				The audience found the fight embarrassing, and your @@.yellowgreen;cut of the betting@@ is pitiful.
				<<run cashX(40, "pit", _loser)>>
			<<elseif $pitAudience == "free">>
				The audience is @@.red;annoyed@@ by this waste of a fight.
				<<run repX(-20, "pit", _loser)>>
			<</if>>
		<<elseif (_winnerDeadliness <= _loserDeadliness+3)>>
			<<if _loser.skill.combat > 0>>
				_loser.slaveName is fairly confident in $his fighting abilities, and $he knows that this fight is fairly evenly matched.
			<<else>>
				_loser.slaveName doesn't know how to handle a sword, but $he feels fairly confident in $his chances all the same.
			<</if>>
			$He doesn't know how to go about attacking an animal, though, so $he decides to play it safe and keep the _animal.species at sword's length. The _animal.species make a few false lunges at the slave, all the while keeping out of reach. After a few minutes of this, though, it's evident that _loser.slaveName is beginning to tire: $his sword is beginning to swing slower and slower, and $his stance isn't as straight. The animal seems to sense this, and, spotting an opening, makes a final lunge. Its <<switch _animal.type>><<case "canine" "feline">>teeth sink into $his throat<<case "hooved">>hooves connect with $his skull<</switch>>, ending $his life almost immediately.
		<<elseif (_loser.belly >= 300000)>>
			_loser.slaveName's belly is too big to possibly defend, so $he can't help but watch in horror as the _animal.species lunges at $him, <<switch _animal.type>><<case "canine" "feline">>fangs and claws out<<case "hooved">>headfirst<</switch>>. _loser.slaveName's belly ruptures like a popped water balloon, showering the animal with
			<<if _loser.pregType > 0>>
				blood. _loser.slaveName collapses into the pile of organs and babies released from _his2 body.
			<<elseif _loser.bellyImplant > 0>>
				blood and filler. _loser.slaveName collapses into the pool of organs and fluid released from _his2 body.
			<<else>>
				blood and <<print _loser.inflationType>>. _loser.slaveName collapses into the pool of organs and fluid released from _his2 body.
			<</if>>
			With a <<switch _animal.type>><<case "canine" "feline">>growl<<case "hooved">>snort<</switch>>, the _animal.species quickly finishes $him off<<if _animal.type == "hooved">> with a kick to the head<</if>>.
			<<if $pitAudience == "paid">>
				The audience is not very impressed by this easy kill, and your @@.yellowgreen;cut of the betting@@ is unimpressive.
				<<run cashX(2000, "pit", _loser)>>
			<<elseif $pitAudience == "free">>
				the audience is @@.green;not very impressed@@ by this easy kill.
				<<run repX(100, "pit", _loser)>>
			<</if>>
		<<elseif (_loser.boobs > 1200)>>
			_loser.slaveName's tits are too big to possibly defend, so $he can't help but <<if canSee(_loser)>>watch<<else>>cringe<</if>> in horror as the _animal.species lunges at $him, <<switch _animal.type>><<case "canine" "feline">>fangs and claws out<<case "hooved">>headfirst<</switch>>. _loser.slaveName's reflexively drops _his2 sword to clasp _his2 hand<<if hasBothArms(_loser)>>s<</if>> over _his2 ruined breasts, gushing blood<<if _loser.boobsImplant > 400>> and implant fluid<</if>>. The _animal.species follows up with a <<switch _animal.type>><<case "canine" "feline">>fierce bite to <<if hasBothLegs(_loser)>>one of $his legs<<elseif hasAnyLegs(_loser)>>$his leg<<else>>$his rear<</if>>, causing $him to collapse. A second later, the animal has finished $him off.<<case "hooved">>swift kick to the head, causing $him to drop like a rock. Another blow to the head finishes $him off.<</switch>>
			<<if $pitAudience == "paid">>
				The audience is not very impressed by this easy kill, and your @@.yellowgreen;cut of the betting@@ is unimpressive.
				<<run cashX(2000, "pit", _loser)>>
			<<elseif $pitAudience == "free">>
				The audience is @@.green;not very impressed@@ by this easy kill.
				<<run repX(100, "pit", _loser)>>
			<</if>>
		<<else>> /* if none of the above conditions are met */
			<<if (_loser.skill.combat > 0)>>
				_loser.slaveName is reasonably confident in $his fighting abilities, but $he isn't sure how to go about attacking the _animal.species. $He decides to open with a series of wide horizontal slashes, but the beast manages to stay out of range of $his sword. Realizing this isn't working, $he lunges at the animal, leaving $his side exposed. The _animal.species sees this and <<switch _animal.type>><<case "canine" "feline">>leaves some @@.red;deep claw marks in $his side.@@ Bleeding<<case "hooved">>headbutts $him as hard as it can, sending $him flying into the side of $pitName. Battered<</switch>> and unable to stand, $activeSlave.slaveName can do little to stop the _animal.species from finishing $him off with a <<switch _animal.type>><<case "canine">>fierce bite of its fangs to $his throat.<<case "feline">>ferocious swipe of its claws to $his throat.<<case "hooved">>swift kick to the head.<</switch>>
				<<if $pitAudience == "paid">>
					The audience is reasonably impressed by the blood, and your @@.yellowgreen;cut of the betting@@ is reasonable.
					<<run cashX(4000, "pit", _loser)>>
				<<elseif $pitAudience == "free">>
					The audience is @@.green;reasonably impressed@@ by the blood.
					<<run repX(200, "pit", _loser)>>
				<</if>>
			<<else>>
				<<switch _animal.type>>
				<<case "canine" "feline">>
					_loser.slaveName doesn't stand a chance, and $he knows it. $He comes in with a furious overhead slash, which the _animal.species dodges with ease. It also dodges the next few slashes before coming to a standstill. With a furious growl, it runs around $him, just out of reach of $his sword, before jumping at the wall of $pitName and launching itself off. Its <<if _animal.type == "canine">>teeth<<else>>claws<</if>> connect with _loser.slaveName's throat, completely severing $his windpipe. $He falls to $his knees, eyes wide and clutching $his throat, before completely collapsing.
				<<case "hooved">>
					The _animal.species paws at the ground for a few seconds before launching itself at $activeSlave.slaveName. $He just barely manages to get out of the way, and the _animal.species has to backpedal to avoid smashing into the wall. $activeSlave.slaveName isn't out of danger just yet, though — $he is still standing directly behind the _animal.species. $He realizes this too late, as both of the its hooves connect with $his jaw. With a sickening //crunch//, $he flies backwards, $his body slamming into the other wall of $pitName.
				<</switch>>
				<<if $pitAudience == "paid">>
					The audience is reasonably impressed by the violence, and your @@.yellowgreen;cut of the betting@@ is reasonable.
					<<run cashX(4000, "pit", _loser)>>
				<<elseif $pitAudience == "free">>
					The audience is @@.green;reasonably impressed@@ by the violence.
					<<run repX(200, "pit", _loser)>>
				<</if>>
			<</if>>
		<</if>>
	<</if>>

	/* TODO: would it make sense for slaves to feel so much remorse over killing an animal? */
	<<if _winner == _fighterOne>>
		You let the winner _winner.slaveName, shaking as $he comes off the adrenaline, drugs, and the fear, exit the pit.

		<<if _winner.fetish == "mindbroken">>
			$He was already so broken before today that $he will not be seriously affected by having killed with $his own hand<<if hasBothArms(_winner)>>s<</if>>.
		<<elseif _winner.devotion > 95>>
			$He is so worshipful of you that $he does not see killing an animal as special in $his own internal listing of things that $he has willingly done and would willingly do again on your behalf.
		<<elseif _winner.devotion > 80>>
			$He will never forget having killed an animal with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to @@.hotpink;subsume $his will to yours,@@ telling $himself that the killing was to serve and obey you.
			<<set _winner.devotion += 10>>
		<<elseif (_winner.fetishKnown == 1) && (_winner.fetishStrength > 60) && (_winner.fetish == "sadist")>>
			$He has sunk even deeper into cruelty, callousness, and a total disregard of the value of other lives. Going forward, $he's even @@.hotpink;less likely to question@@ even the most abominable commands.
			<<set _winner.devotion += 4>>
		<<elseif _winner.devotion > 50>>
			$He will never forget having killed an animal with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to tell $himself that the killing was done on your orders.
		<<else>>
			$He will never forget having killed an animal with $his own hand<<if hasBothArms(_winner)>>s<</if>>. The only way $he will be able to live with $himself is to @@.mediumorchid;blame you,@@ telling $himself that the killing was the only choice you gave $his if $he wanted to live.
			<<set _winner.devotion -= 10>>
		<</if>>

		<<if (_winner.fetish != "sadist")>>
			<<if random(1,100) > 50>>
				Cruelty and callousness seeps its way into $his sexuality; $he has become a @@.lightcoral;bloody sadist.@@
				<<set _winner.fetish = "sadist">>
				<<set _winner.fetishKnown = 1>>
				<<set _winner.fetishStrength = 65>>
			<</if>>
		<</if>>
	<<else>>
		Another week, another slave killed by your animals.
	<</if>>
<</if>>

<<set $slaveFightingBG = 0, $killChoice = -1>>

<<if _winner != _animal>>
	<<if (_winner.skill.combat == 0)>>
		With lethal experience in $pitName, _winner.slaveName has @@.green;learned basic combat skills.@@
		<<set _winner.skill.combat += 1>>
	<</if>>

	<<set _winner.counter.pitKills += 1>>
	<<set $pitKillsTotal += 1>>

	<<set $slaves[$slaveIndices[_winner.ID]] = _winner>>
	<<if $pitBG == 0 || ($Bodyguard.ID != _winner.ID)>>
		<<set $fighterIDs.push(_winner.ID)>>
	<</if>>
	<<if $pitAnimal == 0>>
		<<set $activeSlave = getSlave(_loser.ID)>>
		<<= removeActiveSlave() >>
	<</if>>
<<else>>
	<<set $activeSlave = getSlave(_loser.ID)>>
	<<= removeActiveSlave() >>
<</if>>


code:
:: SE nicaea council [nobr]

<<if $plot == 1>><<set $nextLink = "Nonrandom Event">><<else>><<set $nextLink = "Random Nonindividual Event">><</if>>
<<set $nextButton = "Continue">>
<<set $nicaeaHeld = 1, $arcologies[0].FSChattelReligionistCreed = 1>>

<<if $nicaeaInvolvement == 0>>

<<set $arcologies[0].FSChattelReligionistCreed = 1>>
The $nicaeaName is held in another arcology, without your involvement. Your abstention has weakened it. It authored a creed which the Council claims all good Chattel Religionists should subscribe. Most of it is uncontroversial, giving beliefs about slavery and faith that virtually all Chattel Religionists agree on. However, the new creed does purport to settle three major points of contention.

First, it emphasizes
<<if $nicaeaFocus == "slaves">>
	slaves throughout. The creed goes so far as to imply that slaveowners have a duty to slaves, which they fulfill by providing them the opportunity to enjoy the holy and pure state of being a sex slave.
<<else>>
	reverence for and obedience to slaveowners. This is not likely to have a great impact on slaves, but it affirms the total superiority of slaveowners and is likely to attract wealthy religious people from the old world.
<</if>>

Second, one of the ways it states that free people can make their devotions is to
<<if $nicaeaAssignment == "whore">>
	fuck a slave whore. Not surprisingly, this will increase demand for prostitutes.
<<elseif $nicaeaAssignment == "serve the public">>
	fuck a public slut. Not surprisingly, this will increase demand for public servants.
<<else>>
	have sex with one's slaves. This will likely increase respect for those that keep their own fucktoys.
<</if>>

Third, the aspirational part of the creed for slaveowners focuses on
<<if $nicaeaAchievement == "slaves">>
	owning many slaves to spread the gift of sexual slavery as widely as possible. This will increase respect for people who own many sex slaves, regardless of how they're used.
<<elseif $nicaeaAchievement == "devotion">>
	making slaves worshipful. Naturally, this will increase respect for people with many devoted slaves.
<<else>>
	building slaves' trust. Naturally, this will increase respect for people with many trusting slaves.
<</if>>

//Since you did not participate in the Council, $arcologies[0].name does not subscribe to the creed. It is effectively a policy. Its impacts can be reviewed from the policy menu, and conformity to the creed can be decided from the policy menu if you decided to change it.//

<<else>>

The $nicaeaName is held in your arcology. Everyone in attendance is agreed that a Chattel Religionist creed should be created to give the faith a set of shared beliefs to unify and drive it. Many parts of the creed are uncontroversial, but there are three great controversies to be decided: whose role in slavery is most important in Chattel Religionism, which assignment best exemplifies a Chattel Religionist slave's sacred sexual servitude, and what a Chattel Religionist slaveowner should most aspire to achieve. All the slaveowners who are participating have committed to support whatever the Council decides collectively, <<if $nicaeaPower > 1>>and the strong Council should be able to promulgate a strong creed<<else>>but the weak Council may lead to a weak creed<</if>>. The Council

<<if $nicaeaInfluence > 0>>

is ongoing, and you have <<if $nicaeaInfluence > 2>>an immense<<elseif $nicaeaInfluence > 1>>a large<<else>>some<</if>> leverage with the rest of the Council to influence the Council's decisions.

On the first question, the great debate is between those Chattel Religionists who focus on their slaves and those who think that the focus should be on the slaveowner. The former vaunt the pure, holy state of grace to which a well trained slave can attain, and describe slaveowning as a positive duty, arguing that slaveowners must work to help their slaves attain purity, not exploit or torment them. The latter consider this belief inverted and dangerous, and think that slaves' primary role is to serve and revere their owners, making the whim and caprice of the owner sacred. The group whose role is placed centrally in the creed will likely get more enjoyment from its role in Chattel Religionism.

A majority of the Council currently supports deciding this question in favor of ''the <<if $nicaeaFocus == "slaves">>slave<<else>>slaveowner<</if>> centrality.''

<<link "Support the slave centrality">>
	<<set $nicaeaInfluence -= 1, $nicaeaRollA += 1>>
	<<if $nicaeaRollA > 0>><<set $nicaeaFocus = "slaves">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support the slaveowner centrality">>
	<<set $nicaeaInfluence -= 1, $nicaeaRollA += 1>>
	<<if $nicaeaRollA > 0>><<set $nicaeaFocus = "owners">><</if>>
	<<goto "SE nicaea council">>
<</link>>

On the second question, there are advocates for holy prostitution, sacred public sluts, and pure private harems. Whatever is decided, Chattel Religionism will continue to support and advocate for slaves performing all these roles. This decision will be most important in how it affects Chattel Religionist citizens. The question is whether the creed should encourage free people to patronize slave whores, have sex with public sluts, or purchase and keep their own sex slaves and respect those who have large harems of them? The effectiveness of slaves on the emphasized assignment will be improved.

A majority of the Council currently supports deciding this question in favor of ''<<if $nicaeaAssignment == "whore">>prostitution<<elseif $nicaeaAssignment == "serve the public">>public service<<else>>fucktoy duty<</if>>.''

<<link "Support prostitution">>
	<<set $nicaeaInfluence -= 1, $nicaeaRollB += 1>>
	<<if $nicaeaRollB > 0>><<set $nicaeaAssignment = "whore">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support public service">>
	<<set $nicaeaInfluence -= 1, $nicaeaRollB += 1>>
	<<if $nicaeaRollB > 0>><<set $nicaeaAssignment = "serve the public">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support fucktoy duty">>
	<<set $nicaeaInfluence -= 1, $nicaeaRollB += 1>>
	<<if $nicaeaRollB > 0>><<set $nicaeaAssignment = "please you">><</if>>
	<<goto "SE nicaea council">>
<</link>>

On the third question, some with seats on the Council think owning sex slaves is the crux of being a good Chattel Religionist, because it gives the slaves the proper and pure experience of sexual slavery. Owning many sex slaves would therefore confer respect. Others believe in good works, and think that trust in slaves is the surest indication of a good slaveowner, and the only proper mark worth looking up to. Finally, and inevitably, some think worshipful slaves are a more appropriate measure of how righteous a slaveowner is.

A majority of the Council currently supports deciding this question in favor of ''<<if $nicaeaAchievement == "slaves">>owning slaves<<else>>$nicaeaAchievement<</if>>.''

<<link "Support owning many slaves">>
	<<set $nicaeaInfluence -= 1, $nicaeaRollC += 1>>
	<<if $nicaeaRollC > 0>><<set $nicaeaAchievement = "slaves">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support trust">>
	<<set $nicaeaInfluence -= 1, $nicaeaRollC += 1>>
	<<if $nicaeaRollC > 0>><<set $nicaeaAchievement = "trust">><</if>>
	<<goto "SE nicaea council">>
<</link>>
| <<link "Support devotion">>
	<<set $nicaeaInfluence -= 1, $nicaeaRollC += 1>>
	<<if $nicaeaRollC > 0>><<set $nicaeaAchievement = "devotion">><</if>>
	<<goto "SE nicaea council">>
<</link>>

[[Conclude the Council|SE nicaea council][repX($nicaeaInfluence*10000, "event"), $nicaeaInfluence = 0]] //This will let the currently prevailing views stand, and convert your remaining influence with the Council into general reputation//

<<else>>

has concluded.

The first question was decided in favor of ''the <<if $nicaeaFocus == "slaves">>slave<<else>>slaveowner<</if>> centrality.''

The second question was decided in favor of ''<<if $nicaeaAssignment == "whore">>prostitution<<elseif $nicaeaAssignment == "serve the public">>public service<<else>>fucktoy duty<</if>>.''

The third question was decided in favor of ''<<if $nicaeaAchievement == "slaves">>owning slaves<<else>>$nicaeaAchievement<</if>>.''

//The creed has now taken effect in $arcologies[0].name. It is effectively a policy. Its impacts can be reviewed from the policy menu, and conformity to the creed can be decided from the policy menu if you decided to change it.//

<</if>>

<</if>>

license: mit


code:
:: SE nicaea preparation [nobr]

<<if $plot == 1>><<set $nextLink = "Nonrandom Event">><<else>><<set $nextLink = "Random Nonindividual Event">><</if>>
<<set $nextButton = "Continue">>
<<set $nicaeaPreparation = 0>>

<<setAssistantPronouns>>

<<if $nicaeaInvolvement == -1>>

Your vigorous opposition to a religious council to establish an agreed upon creed for Chattel Religionism has been successful, but not without cost. The furious controversy @@.red;cost you friends and damaged your reputation@@ among those of your religious peers who wanted to see Chattel Religionists draw closer together, and as happens in controversies as heated as this, the influence and reputation you gain from those who agree with you doesn't match what you lose among those who think you're standing in the way of progress. Furthermore, not all of your citizens agreed with you, either. A few citizens of consequence have actually left $arcologies[0].name over it, @@.red;damaging its economic prosperity.@@ Also, Chattel Religionists have had a serious disagreement here for the first time. @@.red;Full acceptance of slaveowning theocracy in your arcology has been set back.@@ A majority of your citizens still approve and participate, but it will take time to rebuild.
<<set $arcologies[0].prosperity -= 5, $arcologies[0].FSChattelReligionist *= 0.6>>
<<run repX(-4000, "event")>>

But you did win. Chattel Religionism will remain a free and open faith that accepts any slaveowner willing to declare that they consider holding slaves holy. You'll be remembered by those who opposed you as the arcology owner who kept Chattel Religionism from developing into a great force, and by those who agreed with you as the arcology owner who preserved Chattel Religionism as a welcoming and open as it was always meant to be. You have no doubt that the latter view dominates now and will come to predominate as it becomes settled. After all this, there's no chance that anyone who calls for another Chattel Religionist synod any time soon will get a serious hearing.

<<else>>

You have a busy week preparing for the $nicaeaName ahead of you. Planning the event itself is the easy part. Modern arcologies are designed to host big events, and it's not like you don't have a lot of labor available to assist you. Furthermore, one of $assistantName's standard functions is event planning. _HeA helps manage the thousand details of hosting a group of rich, powerful, opinionated people, letting you focus on the most important matters.
<<if $HeadGirl != 0>>
	<<setLocalPronouns $HeadGirl>>
	$HeadGirl.slaveName is also a great help. $He does $his best to supervise your other slaves even more thoroughly than usual, giving you precious time.
<</if>>
<<if $Concubine != 0>>
	Of course, $Concubine.slaveName is always there to help you relax when you need it.
<</if>>

The first major choice you have to make concerns the seats on the Council. There are some Chattel Religionists you simply have to invite; they're so prominent that if you don't, the Council's decisions will lack any weight. But that doesn't mean you don't have room to manipulate the list of people invited in order to enhance your influence in the council. It wouldn't be difficult to selectively invite Chattel Religionist slaveowners that have the reputation to support attendance, who you know to be philosophically aligned with your thoughts about the faith. On the other hand, managing the seats on the Council with perfect impartiality would definitely help acceptance of any creed the Council agrees upon.

<<link "Apportion Council seats impartially">>
	<<replace "#result">>
		You apportion the seats impartially, doing everything you can to help ensure that all Chattel Religionists will see the Council as authoritative.
	<</replace>>
<</link>>

<<link "Invite Chattel Religionists you agree with">>
	<<replace "#result">>
		You do your best to invite Chattel Religionists you hope will agree with you, while trying to keep what you're doing from being too obvious.
		<<set $nicaeaPower -= 1, $nicaeaInfluence += 1>>
	<</replace>>
<</link>>

Second, you need to decide whether you intend to engage in a canvassing campaign before the Council begins. There's nothing stopping you from airing your views with invitees before they arrive. However, swaying them is going to require you to really throw your weight around. These are powerful people, and you'll have to expend Free Cities political capital without holding back if you hope to sway even one of them. It's not like you lack for favors you could call in, though.

<<link "Rely on your prominence">>
	<<replace "#result2">>
		You decide that you don't need to spend precious reputational power. You're prominent enough that you expect to achieve your goals without special leverage.
	<</replace>>
<</link>>

<<link "Leverage reputation into power">>
	<<replace "#result2">>
		This isn't an opportunity that will come again. @@.red;You call in every favor you have.@@ You'll have to rebuild your reputation later.
		<<set $nicaeaInfluence += 1>>
		<<run repX(($rep * 0.5)-$rep, "event")>>
	<</replace>>
<</link>> //This will cost a great deal of reputation//

Finally, you could use money to influence the Council. Everyone who's likely to accept a seat is wealthy, so even you don't have the financial resources to buy votes, and many of the attendees are the type of people who would take offense at any attempt to bribe them on a subject as important as the future of Chattel Religionism. You could, however, host the Council as opulently as possible, and turn it into a simultaneous religious festival for all your citizens and any Chattel Religionist people who feel like visiting. A holiday atmosphere you created should buttress your position with the Council.

<<link "Just host the Council">>
	<<replace "#result3">>
		The Council doesn't need the distraction of a lot of less important people enjoying themselves loudly nearby, so you decide not to broaden the event.
	<</replace>>
<</link>>

<<link "Host a festival to coincide with their arrival">>
	<<replace "#result3">>
		Good works will spread the joy of a Chattel Religionist revival, and make you even more influential with the Council. You plan a public festival as part of the event.
		<<set $nicaeaInfluence += 1>>
		<<run cashX(-50000, "event")>>
	<</replace>>
<</link>> //This will cost <<print cashFormat(50000)>>//

<</if>>