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[Open Class] Disguise for Dummies (Quillan)

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yylaayl

Magical Bunny

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PostPosted: Sat Jul 12, 2014 10:50 am
Quote:
NAME OF CLASS: Disguise for Dummies (aka the TL;DR class)
ToTER'S NAME: Old Batty

General information:
Batty is a doppelganger, and as such he's pretty good at disguising himself amongst humans, hiding in their midst until he sees the opportunity to wreak havoc. He knows some of Amityville's students don't have it so easy, and he has made it a mission to help those kids who were not fortunate enough to have been born awesome as they attempt to blend into the world of humans.

Whether you have expressed interest in attempting this class yourself or Batty has singled you out for whatever reason, one day a map and an electronic card key will be shoved until the door of your dorm. If you choose to follow the map, you find yourself standing in front of a featureless metal door sunk into the side of a short, rocky hill. There is a slot to the door's right which seems to be the perfect place to swipe your mysterious card. When you do, the door slides open, revealing a long staircase heading further into the hill, and a cool rush of air washes over you.

it's game time

Mechanics:
Quote:
STEP ONE: CHOOSE A COSTUME
Your first stop is Batty's Costume Warehouse. If you want to blend into human society effectively, you have to dress convincingly. Wigs, noses, face paint, uniforms, socks, underwear, earrings, toe rings, tongue rings - Batty's got 'em all.

As you enter the costume warehouse you might feel slightly uneasy, whether because it's your first time visiting the giant underground structure and you don't know what to expect, or because it's your thousandth time in here and you do. You choose a direction and start on the path to your disguise destiny.

Roll 1d100 and match your result to the guide below to see if you have successfully chosen a costume. The results of your roll may change periodically, so please check to make sure there are no differences if you haven't attempted this class in a while!

1-10: You search the warehouse for a while, finding no costumes that interest you. But suddenly... LAB COATS. EVERYWHERE. You pick one out and put it on, mostly because they are the only articles of clothing for what seems like miles. And what's that in the pocket of your new coat? A rubber scalpel and some nitrous oxide! Now we're talking! You are a (bad) plastic surgeon. PLEASE PROCEED TO STEP TWO.

11-15: You have chosen the perfect costume. It fits. You look good. Too bad about that security tag. As you reach the warehouse exit, a row of deadly lasers spark to life and burn your new clothing from your body. YOU FAIL

16-20: Left, left, left, right, left. No, you haven't found an army uniform, but you are hopelessly lost in the warehouse. Maybe if you cry, scream, or rage long enough, some of Batty's bats will come rescue you. YOU FAIL

21-30: You find a sweatervest, a pair of glasses, and a clipboard under
a pile of life-size human dolls. You are a psychiatrist! PLEASE PROCEED TO STEP TWO.

31-40: This wing of the warehouse smells faintly of hot dogs and chlorine. And look! There, on the only hanger in sight, is a tank top, short-shorts, a whistle, and a giant tube of Zinka! You're a camp counselor! PLEASE PROCEED TO STEP TWO.

41-45: The costume you chose is far too large. As you try to exit the warehouse, some of the fabric gets caught on something and begins to unravel. Your costume is ruined! Sorry about that! YOU FAIL

46-50: You have stumbled upon the rockstar section of the warehouse. The outfit you change into here not only leaves you barely dressed, but the little you are wearing is bedazzled beyond belief. PROCEED TO STEP TWO. Your costume is so awesome that you automatically pass Step Three if you make it there.

51-55: The only outfit you can find is made entirely of fruit. As you stroll toward the exit, a handful of hungry bats steal your costume piece by juicy piece. YOU FAIL

56-60: You are an archaeologist! You've got a magnifying glass, a whole bunch of those little brushes, and more khaki clothing than you know what to do with. But you want to be even more convincing. You need treasure. There's a shiny medallion sitting on a pedestal nearby, but when you pick it up, there's a rumbling and suddenly a giant stone ball is rolling toward you! Run! Get crushed! Any way you slice it, YOU FAIL

61-70: A poofy hat, an apron, a big twirly mustache... You are a sous chef! PLEASE PROCEED TO STEP TWO.
71-80: After walking for quite a while, you come to a dead end. But this is no ordinary dead end. The ground here is blanketed with a neatly trimmed carpet of grass and there are golf balls and clubs strewn around the area. There are also several fanboy/girl dolls here, as well as a polo shirt and a pair of plaid pants. You are a golf pro. PLEASE PROCEED TO STEP TWO.

81-85: You wander through an area of total darkness. Even if you can see in the dark, you find your vision impaired by some strange force. You feel many tiny pairs of hands strapping you into an outlandish outfit. When you can finally see again, you find that you have been dressed like Lady Gaga. There will be no blending for you. YOU FAIL

86-95: Your costume marks you as one who hails from a long line of asbestos abatement experts. Congratulations, you are a hazmat worker. PLEASE PROCEED TO STEP TWO.

96-100: You wander through the warehouse for a while, finding no outfit that really speaks to you. Eventually, however, you feel a wave of knowledge wash over you and you know that for the duration of this challenge, your connection with the animal world will help you along your journey. You are a zookeeper, and this costume grants you the ability to pass Step Two no matter what you roll. PLEASE PROCEED TO STEP TWO.

Quote:
STEP TWO: CHOOSE A PET
Humans love animals. There's no easier way to blend into the human world than to take your pet sloth out for a jog after work.

Once you have changed into your new outfit and nothing seems to have gone wrong, you are free to continue into the "kennel" where toy versions of some of the human race's favorite pets are available for your use.

Roll 1d10 to choose a pet. These results may change periodically as well.

1: You picked a dog. Some form of collie, it seems. PLEASE PROCEED TO STEP THREE.

2: You have chosen a manx cat. PLEASE PROCEED TO STEP THREE.

3: Your elephant doll is too heavy to carry. Too bad, so sad. YOU FAIL

4: A flamingo! How nice. PLEASE PROCEED TO STEP THREE.

5: You have chosen a charming, slimy slug. It brings out your eyes! PLEASE PROCEED TO STEP THREE.

6: What's that? A unicorn? You're so lucky to have found one! Not only may you proceed to Step Three, you may also have another life.

7: You pick up an alligator plush and it explodes in your arms. YOU FAIL

8: A beaver! How woodsy! PLEASE PROCEED TO STEP THREE.

9: You probably have no idea what possessed you to pick up the Human Toddler Doll(tm), but now it won't stop crying and asking questions. You'll never hide in plain sight now! YOU FAIL

10: A quagga? Seriously? Those are extinct, fool! YOU FAIL

Quote:
STEP THREE: CHOOSE YOUR NEIGHBORS
You're finally ready to try your hand at blending. You won't be meeting any real humans in this next phase, but these human simulators (robots) are close enough.

Upon exiting the kennel, you are faced with a long hallway. At the end of this hall is a four-way crossroads, the door at the end of each path marked with a different direction. Roll 1d4 in your next post to see which door you choose.

1 (North Door): Everyone on the other side of the North Door loves hats. Sure, you might stand out a bit at first if you don't have one, but either way they'll find you a fine chapeau soon enough, no questions asked. PLEASE PROCEED TO STEP FOUR.

2 (South Door): All of the people behind the South Door are psychiatrists. If you're not a psychiatrist, they will sniff you out and YOU FAIL. If you are a psychiatrist, you may proceed to step four.

3 (East Door): These "people" don't speak any language you've ever heard of. They're scaly and they walk on four legs and they might remind you a little of home, depending on who you are. You've invaded a den of robotic komodo dragons. Luckily for you, they don't seem to care what you're wearing or what toy you're carrying. PLEASE PROCEED TO STEP FOUR.

4 (West Door): A sharp-eyed kid sees you as soon as you pass through the West Door and promptly tells the authorities. You catch a glimpse of the community you might have successfully infiltrated, but that is all you see before you are ejected. YOU FAIL

Quote:
STEP FOUR: ASSIMILATE OR DIE
You have dressed like them, adopted their domesticated wildlife, and been accepted into their midst... for now. Will you pass The Final Test? Roll 1d20 to find out.

1-13: You're pretty good at this human thing, but something's still not quite right. While hanging out with these faux fearbags, you make some form of unforgivable error which alerts them to your presence. YOU FAIL, unless you still have one of your lives, in which case, lucky you.

14-20: Your human act is flawless! Congratulations, you've passed!

Bonus Mechanics:
Quote:
Doppelgangers get an extra two chances to pass Step Four if they make it that far.
Y2 students get two lives.
Y3 students get three.

If you fail a step and still have an extra life, you must use it to retry that step, not bypass it.

You complete the class when:
Quote:
You pass Step Four! Yay.
 
yylaayl rolled 1 100-sided dice: 25 Total: 25 (1-100)
PostPosted: Sat Jul 12, 2014 10:51 am
Attempt 1 - Stage 1


Quillan found a map and an electronic card key that someone had slipped under his dorm room door one day. Having nothing better to do (or rather, refusing to touch the pile of homework that had accumulated because he was planning on procrastinating until the last minute), he followed the map to a large metal door that seemed to go into a hill. The ink demon figured the card granted access to whatever was beyond the door, so he stuck it into the slot. He opened the door to find all sorts of clothes and accessories. This probably had to do with “disguises” as that was one of the classes he’d signed up for. He walked through slowly, admiring all the costumes before picking up the sweater vest, glasses, and clipboard. He also picked up one of the human dolls, although he found them rather creepy to an extent. Was he going to carry one into the human world? Wouldn't it look like he was carrying one of their dead?
 

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
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yylaayl rolled 1 10-sided dice: 1 Total: 1 (1-10)

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
PostPosted: Sat Jul 12, 2014 10:52 am
Attempt 1 - Stage 2


The next section of the underground structure seemed to contain various toy versions of pets. He picked up a dog of some sort.
 
yylaayl rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sat Jul 12, 2014 10:53 am
Attempt 1 - Stage 3


The kennel led Quillan into a hallway. With his dog (although he was supposed to be a physician for humans, wasn’t carrying a dog around kind of strange?) and human doll in tow, he picked the door to his right from the four possible doors and opened it. The people beyond the door seemed to be some kind of doctor, but they gave the human doll he was carrying around some strange glances. It seemed he must’ve been in the wrong place or doing something wrong because everywhere he walked, the people kept staring at him and whispering.
 

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
yylaayl rolled 1 100-sided dice: 45 Total: 45 (1-100)

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
PostPosted: Sat Jul 12, 2014 10:54 am
Attempt 2 - Stage 1


Quillan was back in the underground structure (which he noted was fitting for someone who seemed to always be surrounded by bats). He’d read a lot about human behavior in between his first failure and now that he’d wandered back to this class. He quickly snatched a costume up from the many choices available. However, the costume appeared to be too large and the coat seemed to have snagged onto something because it began unraveling. Well, he wouldn’t be able to wear that now, would he?
 
yylaayl rolled 1 100-sided dice: 87 Total: 87 (1-100)
PostPosted: Sat Jul 12, 2014 10:55 am
Attempt 3 - Stage 1


The ink demon wasn’t going to be so hasty this time around. He picked a costume which, while it was big, wouldn’t unravel. Or if it was possible of unraveling, that would be a huge problem. It was some kind of suit that was worn by people who were in charge of taking care of dangerous chemicals. He waddled, barely able to move his legs, over to the next section of the room.
 

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
yylaayl rolled 1 10-sided dice: 7 Total: 7 (1-10)

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
PostPosted: Sat Jul 12, 2014 11:00 am
Attempt 3 - Stage 2


The next thing Quillan had to pick up was a pet plush. He didn’t want to get the same one again so he picked up another one – this one was an alligator. However, as soon as he reached for it, it seemed to glow brightly and the next thing he knew, he had blacked out. Luckily, he had the hazmat suit on or it would’ve been much worse. Why something was like that even mixed up with the other pets? It couldn’t be that Batty had expected students to bring a bomb into the human world … well actually by now he realized that they were robots but still, it was rather dangerous.
 
yylaayl rolled 1 100-sided dice: 32 Total: 32 (1-100)
PostPosted: Sat Jul 12, 2014 11:01 am
Attempt 4 - Stage 1


Quillan had gotten quite far without any mishaps with his first costume, so he reverted to using that on his next attempt. He put on the sweater vest, glasses (although they made his vision blurrier than if he hadn’t been wearing them), and brought the clipboard and the least-creepy looking human doll he could pick out of the ones available.
 

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
yylaayl rolled 1 10-sided dice: 4 Total: 4 (1-10)

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
PostPosted: Sat Jul 12, 2014 11:02 am
Attempt 4 - Stage 2


Somehow, the alligator he’d seen before had been replaced. He knew to avoid it though. He picked up a flamingo plushie (although he failed to understand why a psychiatrist would have one).
 
yylaayl rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Jul 12, 2014 11:03 am
Attempt 4 - Stage 3


He walked through the door on the left with great confidence but apparently that was why a kid spotted him and told the authorities. Or maybe because he had the human doll. Or the flamingo. Actually, Quillan would be very shocked if no one had noticed him at all. He was pretty sure he didn’t appear normal. He was also sure the kid saw his horns and tail. Whoops.
 

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
yylaayl rolled 1 100-sided dice: 40 Total: 40 (1-100)

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
PostPosted: Sat Jul 12, 2014 11:04 am
Attempt 5 - Stage 1


Quillan was going to pick a costume this time base on how “fun” it seemed. He spotted a tank top, shorts (which he almost felt uncomfortable wearing due to how SHORT they were), a whistle, and a tube of some substance he didn’t recognize.
 
yylaayl rolled 1 10-sided dice: 7 Total: 7 (1-10)
PostPosted: Sat Jul 12, 2014 11:05 am
Attempt 5 - Stage 2


Quillan was really tempted to take the alligator because it seemed to fit his camp counselor job so well (?????) but he knew what would happen if he did. He was torn with his decision, but eventually picked it up. The regrets. There were so many of them.
 

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
yylaayl rolled 1 100-sided dice: 58 Total: 58 (1-100)

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
PostPosted: Sat Jul 12, 2014 11:06 am
Attempt 6 - Stage 1


The next costume he picked was one of an archaeologist. However, as soon as he put it on, he felt a sudden thirst for treasure, as if the clothes had been possessed by a dead archaeologist who now possessed his body. He saw a shiny coin, but when he reached for it, a huge boulder came tumbling out of nowhere.
 
yylaayl rolled 1 100-sided dice: 81 Total: 81 (1-100)
PostPosted: Sat Jul 12, 2014 11:08 am
Attempt 7 - Stage 1


Quillan didn't know that there were other people in the storage room! It was completely dark and hands seemed to be touching him and shoving clothes at him. When he once again could see light, he was in some costume that he KNEW wouldn't be able to pass off as "normal" in the human world.
 

yylaayl

Magical Bunny

17,675 Points
  • Lapin Patrol Kastra: Victory! 250
  • Lapin Patrol Mimosa: Victory! 50
  • Lapin Patrol Chad: Victory! 50
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