![]() ![]() +2 means a lot when you are trying to collect 14x80 points! Additionally, conversation gains depend on the Social attribute and +3 vs. The primary early use - asking the target to gossip on your behalf -consumes 2 charm as does asking for a few bucks. Each point of social grants 2 charm per period that can be used to sway a target. ![]() Rationale: The primary focus of the game is Billy's social interactions. Apparently, demerits also expire over time (about 2 months). ![]() Principal Larson can erase one demerit received at school as a professional favour once a week. If he is caught in public sexual acts (public masturbation, public sex, combat sex), he gets a demerit. Currently, Billy gets demerits from two primary sources: If he fails to maintain his grades at a appropriate level (>75), he gets a demerit. Note there is no display of how many demerits Billy has! The rules aren't particularly onerous and it is easy enough to avoid receiving (almost) any demerit points. Too many demerits and he ends up reclaimed by the Initiative. If he fails to maintain basic behaviour, he receives a demerit. How you Lose the game Billy's behaviour is monitored by the government. There are a variety of currencies with some limited conversion between the types. The game has no time limit so feel free to wander off script if it starts feeling tedious! This is a game of resource collection and allocation. This walk-through is going to focus on getting Billy up and active as quickly as possible. Superpowered Walk-through 0.39 – by sillyrobot (maxdylan0405 made into a PDF) The walk-through references only the base game. ![]()
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