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Tags: Halloween, Demons, Monsters, Roleplay, Academy 

Reply { Classrooms } ---------------- Classes/ Open Classes/ EXAMS ARE HERE
{ OPEN CLASSROOMS AND YOU } INFORMATION AND THE HOWS Goto Page: 1 2 [>] [»|]

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Zoobey
Artist

Magical Incubator

PostPosted: Tue Jan 03, 2012 1:54 pm
THERE ARE NOW TWO TYPES OF CLASSES:


Field Classes: { FIELD CLASS RP } tag
- Field classes are the typical ORP classes that will require the teacher to come in and teach a special GM'ed class

Open Classes: { OPEN CLASS RP } tag
- All professors and even some ToTers have open classes. These are classes you can take as a group OR solo, without needing immediate GM assistance with that class (or interaction!), while still being able to benefit from learning from that class.
- All students get +1 rp points every time they attend use the open class format in their rps (no need to hit 800 words!). BASICALLY a student will follow the rules from the open class rp, roll dice, rp out the results, and conclude their own rps. They can do this with one student or several, if this is open for several, make sure you include mechanics for each person or any additional people bonuses.
-NOTE: After the INITIAL +1 without the needed 800 words all other attempts MUST reach 800 words to count as an additional +1.
- exclaim If you are attempting the SAME TRIAL MORE THAN ONCE DUE TO FAILURES WITH ONE PERSON, PLEASE REUSE YOUR SAME OPEN CLASS THREAD AS MUCH AS YOU CAN TO AVOID CLUTTER
 
PostPosted: Tue Jan 03, 2012 1:57 pm
HOW DO I RP AN OPEN CLASS?

This is super easy! Simply choose any of the open class prompts below, and roleplay it out with the established mechanics. You have been considered to have completed the class successfully if your student manages to clear the class's required mechanics. A student can attend as many classes as ICly possible per day/week. Students can also attend open classes with other students.

- Open classes also still have the teachers/npcs ICly there, they just do not require OOC gm assistance: that means people have free reign to write a little of the teacher for example, so-and-so watching them, if they wish.



WHAT IS THE BENEFIT OF RPING IN AN OPEN CLASS?

You will get to learn a plethora of Learned Abilities that your student can use ICLY and in battle! In addition, it does add to the entire you know learning in a school sort of feeling.


WHAT ABOUT CLOSED/ RP CLASSES?

Staff will still be holding closed/rp classes as well! Think of these more like "tutorials", where students will get to one-on-one rp with the staff NPCs. These are now worth 2 rp points to participate in one! You do not earn learned abilities from these classes, but you do have the option to win stuff occasionally such as homework minipets, bonus rp points, etc etc.  

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jan 03, 2012 2:00 pm
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NAME OF CLASS CHORE: Trashology 101
PROFESSOR NAME: Moira *********, Professor Janitor

General Information: In Trashology 101, students will learn the valuable skills of cleanliness and machine operation. All around campus, trash and waste and other icky things are taken care of by Moira's sorta-patented Trashbot Waste Disposal Units! But they need to be emptied sometimes and there's just too many of them for Moira to handle on her own...


The Course: The Trashbot Waste Disposal Units (or Trashbots) zip around the campus and collect trash, etc. before returning to their home base in Moira's Fortress of Janitorial Solitude. This home base is a massive, warehouse-like room with a cold concrete floor, rusting steel girders, and a rather pervasive smell. The Waste Disposal Chutes are also set into the floor - huge tubes that lead down to a rather foul cavern below, infested with all manner of vermin. Students must deal with the Trashbots... by whatever means necessary.

Did we mention that the Trashbots are ten-foot-tall ramshackle monstrosities of rusting metal, covered in blades and dumpsters and rust? And that they don't particularly like letting go of a thing once they have it? And that their programming as to what counts as 'trash' is spotty at the best of times?



Mechanics - Solo:

Students who attempt Trashology 101 solo are certainly brave, taking on the Trashbots without any other assistance! Upon entering the Trashbot home base, intrepid soloists are faced with five active Trashbots, each of whom would love to scoop you up and drop you down the Waste Disposal Chute.

The Trashbots must be defeated one at a time, in five separate 'waves'.

Wave One: Roll 1d20-
------- If you roll 6-20: you successfully dodge the first Trashbot. It runs into a wall and deactivates.
------- If you roll 1-5: the Trashbot grabs you and dumps you down the Waste Disposal Chute! You'll have to try again...

Wave Two: Roll 1d12-
------- If you roll 6-12: you duck behind a dumpster! Your cunning hiding place confuses the second Trashbot. It toodles away after a few minutes and leaves you alone.
------- If you roll 1-5: the Trashbot grabs you and dumps you down the Waste Disposal Chute! You'll have to try again...

Wave Three: Roll 1d8-
------- If you roll 5-8: using all the resources at your command, you manage to trip the third Trashbot. It flops around feebly for a minute before deactivating.
------- If you roll 1-4: the Trashbot grabs you and dumps you down the Waste Disposal Chute! You'll have to try again...

Wave Four: Roll 1d6-
------- If you roll 4-6: a hapless gnome runs by. You chuck it into the fourth Trashbot's main collector. Thus appeased, the Trashbot leaves you alone.
------- If you roll 1-3: the Trashbot grabs you and dumps you down the Waste Disposal Chute! You'll have to try again...

Wave Five: Roll 1d4-
------- If you roll 3-4: you end up next to a particularly rancid garbage bag, which you can just barely heave at the fifth and final Trashbot. The bag explodes on impact, showering both you and the Trashbot with ick - but the Trashbot flings itself down the Waste Disposal Chute, leaving you the last one standing. In need of a shower, but standing!
------- If you roll 1-2: the Trashbot grabs you and dumps you down the Waste Disposal Chute! You'll have to try again...


If you make it through all five waves, you are deemed a Trashology Hero! Moira will put your name down on her notice board for all to see. You will gain the admiration of your peers! Maybe.

If you get punted down the Waste Disposal Chute, you end up in a huge cavern full of garbage, verminous minipets, and gnomes who got tossed out by mistake. You may leave the cavern dump through a tunnel that lets out near the Creepateria.




Mechanics - Group:

Students that enter in groups of 2 or more must face a different challenge! This challenge may be met by very large groups if desired, so if you want to form a mini-army of Trash Soldiers, feel free!

When the students enter, each of them are snatched up by a Trashbot, and no matter how hard they struggle they can't quite get free... but they can sort of steer the Trashbots around! The goal is to steer the Trashbots into each other in order to free your fellow students and yourself from their stinky grips.

Each Trashbot has 20 HP. To attack another Trashbot, you must roll for two things: your damage and your accuracy.

With each post, roll 2d6. The first dice is your ACCURACY, if you hit or not! Even you hit, odd you miss! The second dice is your DAMAGE. There are no modifiers: whatever the second dice rolls is the damage you deal to your target!

Remember in each post to state both your target (i.e. Character A's Trashbot) and your own Trashbot's HP! Keep in mind you are damaging the Trashbots only - character HP is completely unaffected.

Once your Trashbot hits 0 HP, it deactivates and releases you. At that point, you should move out of the way lest you be stepped on by an active Trashbot! Students cannot attack Trashbots from the sidelines until there is only one active Trashbot left on the field.

When there is only one Trashbot left 'alive', the students on the sidelines may begin attacking by throwing trashbags at it! The dice roll is the same as before: 2d6, first dice for accuracy, second for damage.

When all Trashbots are deactivated, students are kindly asked to dump any loose garbage down the Waste Disposal Chutes before leaving. Moira thanks you!



YOU LOSE/FINISH THIS CLASS WHEN...

- You are at any point in time grabbed and thrown into the waste disposal chute. That means you have to START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.
 
PostPosted: Tue Jan 03, 2012 2:01 pm
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NAME OF CLASS: n/a
PROFESSOR NAME ToT'er Name: Break

General Information: Break believes that both agility and endurance is the best asset for a to trick or treater to have, so with the interest of looking for potential among the students he invites you all to try his course.

The Course: Thunder Road
A rocky, uneven road built to test the students and see how they handle themselves across rough terrain. Your student must run through the entire course, up hill, and keep running without stopping. If they slow their pace or come to a complete stop, they'll be struck by lightning and it will be the end of the line for them!

Course can be ran solo or in groups.

Win - You've survived five rounds of dice rolls and crossed the finish line!
Lose - If your HP has reached zero, there is a narrow path on each side of the course. Hop off onto it and exit the room. If insta-killed, you dissipate and wake-up in Nurse Cricket's Office.

Mechanics: Roll a one 8-sided die to determine the results your student will get and make sure to adjust your HP accordingly
Each time you survive a round, repeat the above until you complete the course.

1 Insta-kill!
2 Live
3 - 10 HP
4 - 20 HP
5 Live
6 Live
7 - 20 HP
8 - 10 HP

Bonus Mechanics:
If you get a lousy roll, a Y2 or Y3 student may roll a one 6-sided die ( ONE TIME ONLY ) and attempt to evade the hit.

Y2 students must roll a 5 or 6 to evade the lightning.
Y3 students must roll an even number to evade the lightning.



YOU LOSE/FINISH THIS CLASS WHEN...

- You hit 0 HP!That means you have to START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jan 03, 2012 2:02 pm
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NAME OF CLASS: First Aid 101
PROFESSOR NAME: Professor Cricket

General information: A general overview on basic illnesses a student might run into, as well as symptoms and quick fixes to things like breaks and deep cuts while on the go!

Each student is given a dummy to work on, though they may choose to partner up in fixing it.

Mechanics:
Roll 1 20-sided dice, what you roll is what your student gets to work with...

Dice Rolls and What they Mean!
1-4 - Broken Bone
4-8 - Fever
9-12 - Heat Stroke
13-16 - Hypothermia
17-20 - Lack of Bodily Function (such as breathing, pulse, etc) - this is unnaturally so.


After this, please roll 4, 4-sided Dice. Take into account their total and any repeating numbers

Total Results and their Meaning

1-6 - You do a rather poor job patching up your dummy, you might not want to try and heal anybody anytime soon!
7-12 - You do an average job, nothing extraordinary, but passable!
12-16 - Extra good work! Your student can now heal surface wounds!, but not repair HP! This means things like cuts and bleeding that might hinder another character can be patched up!


What Repeating Numbers Mean

No Repeating Numbers - You used just the right amount of supplies, good for you! Not wasteful at all.
Repeating 1s or 2s - You didn't use enough supplies, that's rather lazy and Cricket obviously disapproves of it.
Repeating 3s or 4s - You used too many supplies and that's wasteful! Naughty! Cricket might make you earn your supply rights back in a future class!


If you work as a group, split up the dice between yourselves as evenly as possible. So if you're paired up, each person rolls a 10 sided dice and you add up the results to get your dummy!

Then you split up your 4 sided dice to work on fixing it up!


Bonus Mechanics:
For every 3 times you attempt this course, your student may add +1 to their 4d4 dice roll's total to improve how well they patched up the dummy.




YOU LOSE/FINISH THIS CLASS WHEN...

- You are finished rolling both sets of dice and rping out the results. That means you have to START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.
 
PostPosted: Tue Jan 03, 2012 2:03 pm
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NAME OF CLASS:The Cave of Wonders
PROFESSOR TROLL NAME: Desu-chan

General information: Desu-chan is known best for well, flipping tables. And never...really speaking aside from using emotes. And- pink. She adore what most Halloweeners abhor, and she is willing to challenge anyone to try and face that which she herself loves where many other would flee in terror. She occasionally offers this chance to student through an anonymous text or email, with a simple map to the location of the cave of wonders.

The Cave of Wonders is misleading. In actuality, it is something that plays off of the fears of those who enter. The reason behind the ever changing cave? Desu-chan is actually behind a flipped desk, watching TVs that have live feeds of those who enter. From her hidden hole, she manipulates the cave to scare those she invites.



Mechanics:
Students start off with ONE 'life'. The older the student, the more lives. They must survive a total of 5 rounds. Before your student enters roll one d6 to determine setting. If you lose a 'life' you resume at the stage you failed at. Lose all lives, and it's game over.

Mobs and bosses can be changed to suit your student best. Examples can be used, but do not have to be exactly those.

Quote:
1- Water based. Dark pools of water, occasionally things bubble and you can swear you see something obscenely large in the water, seeming to swim through what you can only assume to be underwater tunnels. If you attempt to get into the water, a thick black tentacle grab you and flings you back on land, electrocuting you as well. Those water immune/oriented find the water thick, and sickening, it feels not quite right.

2- Fire based. Undead can take comfort, knowing that the fire doesn't hurt... Provided you stay on the path. If you step off the path the fire slowly creeps up on you, burning. Undead don't go up like a torch however, their fire is like others, slow. The flames only extinguish once back on the path. Those immune or in tune with fire find something oddly opposite, they begin to feel cold and their own 'fires' seem to slowly go out. Definitly not the comforting fire they know.

3- Air based. Below is dark pit, which the path steps hover precariously above. Any attempts to fly off the path results in plummeting to the bottom, where upon a gust of air, sends them back to the path. Those unafraid of heights or wind find themselves feeling heavy, and very un-balanced.

4-Christmas based. Congrats this is...Christmas land???? Going off the path results in smelling peppermint.. and slowly feeling your FEAR fade from you.

5-School based. Eerily empty and devoid of any signs of life, this mockery of the school generates shadows and image of coats of while and gold, with flecks of color. Strange runic blue glow lines the walls. Empty cages... a warm fog... is that the glow of a weapon in the distance? Going off the path, and you feel like your FEAR is being sucked out.

6- Desu Special. It's like the princess corner, only bigger. Going off the path results in glitter and stickers, along with pink ribbons. Oh as well as a sharp needle like sensation pricking you.


If something normally wouldn't scare your student, the environments should still set them off and make them feel uneasy. There are no bonuses for any environment. Do note, YOUR FEAR IS NOT ACTUALLY FADING/LEAVING. It's more a simulated effect. Similar to how an object might appear falling over, when it is in fact, perfectly structurally sound.

Round 1

The entrance itself doesn't change but as the light vanishes from the entrance, torches illuminate the path before you. By the time the entrance is no longer visible, the setting has become apparently. Nothing seems to be happening..yet.

Rolling 1 d100, if you score 21 or above, you continue deeper. Below, and you chicken out for whatever reason.


Round 2
At this point, the path splits into two. One seems less dangerous than the other...but do you dare take the sinister looking path?

Roll 1d100. 41 and above result in chosing the scarier path and having nothing happen. Get 40 or below, and you find yourself attacked by common mob off the setting, The mob knocks you out, and you wake up thinking that now is a good time to BOOK IT.
Mob examples are: Tentacle monster, fire demon, thunder clouds, angry snowman, a hooded hunter that isn't and Caelius or any NPC/PC character, Glitter cloud


Round 3
The path is now becoming long and winding and you feel like you've seen this a dozen or so times. Yet as a new turn revels itself, the path abruptly vanishes.

Roll 1D100. 61 and above and the path can be see, though you feel the effects of going off path at the edge, you make it to that turn, where the path shows itself once more. Get Below, and the sensations of going off the path begin. Time to head back before they continue.


Round 4
You've neared the end, and yet you find the path has lead you to a large platform. A cloaked figure stands at the path's continuation. Can you get by?

Roll 1D100. get 71 or above to see the boss level mob of the area, and face your fear and pass them, head held high. Get lower and find yourself flung back. 'YOU SHALL NOT PASS' echoes in a thunderous voice.
Boss examples for areas are: Horrorterror, Lava dragon, Rotting demon bird, Jingleberry, Caelius, OwO


Round 5
The final trial. A simple yes or no question. A podium sits at the end of the path, a candle with a pink flame illuminating the text. The question is simple. "<3?" A pencil sits next to the paper so you can circle yes, or no.

Roll 1 D100. get 81 or above to have 'selected' the right answer. Hint. The answer changes so it doesn't matter what you pick. Get anything below, and you see that boss you passed coming up behind you. RUN FOREST, RUN!


If you make it to the final round and pass, you get to see a very happy Desu-chan running up to you and giving you a hug as well as a pat on the head. A random candy is give to you for all your suffering. Then you are kicked out the back door. Hey, at least you got a candy for it!

BONUSES
-Each year nets you one extra life.
-Y2 have 2 lives
-Y3 have 3 lives
-Anything above Y3 STILL would follow the cap of 3 lives.



YOU LOSE/FINISH THIS RP WHEN...

- You lose all your lives. It's game over. That means you have to START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jan 03, 2012 2:04 pm
NAME OF CLASS: Horseman Trial - Stealth (For the Army)
PROFESSOR NAME Invictus

General information: Invictus has firm beliefs that if you are going to attack, you need to work on not being seen first. Being gung ho is fine, but if you can't hide yourself in case of powerful foes, you're going to get into trouble.

And for that, he has set up this...



The Course:
Silent Forest

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It seems that when Conquest feels the need to go above and beyond, he means he intends to go above and beyond. It appears that for this task, Invictus set up a small…trial of sorts, complete with trees, fog and…. Is there something moving out in the trees? This forest is almost completely silent. The ground is covered in leaves and sticks and thus nearly every step made in it makes a sound...

“Your task,” he says, reaching into one of his sleeves and producing a small pumpkin-shaped charm, “is to collect these. As many as you can. 15 should be what you’re aiming for if you wish to go above and beyond.” He noted as he put it back away. “However, it will not be easy. They are well hidden, and you need to avoid detection while doing so. If the small ones see you, run and hide. However, the big ones are much quicker and if one of them spots you, it is over.”

Big whats? He doesn’t actually explain what the ‘big’ ones are, or even what the small ones are. However, you can see lights moving between the trees, so you can only assume that those are some sort of patrol.

“Bring the trinkets back to me when you are done.”

With that, he releases you into the woods….


Mechanics:

Invi’s Rules

1. If you get caught you have to start over entirely, this includes where your count for collected trinkets is at.
2. If you roll 3 ‘you were seen’ in a row, then you’ve been caught by one of the ‘big’ ones. Wonder what those are. Whatever they are, they have no qualms about knocking out students. The small ones will only make a lot of noise and follow you around blinking their little lights.
3. These small ones are quite fragile and can be knocked out easily, however. If you wish to forgo your next roll, you may roll to attack and knock it out. If you miss hitting it, however, you will be caught. If you knock your follower out, you may then resume your rolling.
4. If you’re doing this in a group, someone getting seen will get everybody seen. However, getting auto-caught will only get the person who rolled it caught.
5. On the same note, three times seen will still get everybody caught, so be careful!
6. If you collect 15 trinkets, Invictus might have something nice to reward you with. However, if you’re working as a group your reward might not be as nice as what someone who gets all 15 by themselves gets.


To move, roll 1d10 and see what happened based on your roll! Flavor-text it as you like, however!

Quote:

1 – You grabbed a FEAR trinket.
2 – You grabbed a FEAR trinket.
3 – You were seen! Run for cover!
4 - You grabbed a FEAR trinket.
5 – You were seen! Run for cover!
6 – You grabbed a FEAR trinket.
7 – You were seen! Run for cover!
8 – You grabbed a FEAR trinket.
9 – You get grabbed! Too bad, start over.
10 – You found a safe zone, you’re safe in the next instance you roll 3-seens in a row or you roll a ‘get grabbed’!


Bonus Mechanics
Students with invisibility or camouflage abilities may use these to stave off a single round of being seen. But only once.

People who have completed this trial with 15 trinkets more than once may +1 or -1 to one of their rolls.

People who have completed this trial with 15 trinkets 4 or more times may +1 or -1 ALL of their rolls


YOU LOSE/FINISH THIS RP WHEN...

- You are caught at any point in time! That means you have to START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.
 
PostPosted: Tue Jan 03, 2012 2:05 pm
NAME OF CLASS: How Not To Be Seen (Introduction)
PROFESSOR ToT NAME: Ninja-san

General information: This seminar is held daily at noon in a small field just outside the Weeping Forest. Ninja-san encourages students interested in learning stealth techniques and techniques for spotting hidden beings and objects to attend one or more sessions.

Mechanics: Roll 1d20 five times, RP out the results.

Section 1 - Arriving at class: 1d20
1-2: You're either stupid or clumsy: you showed up for class ... visibly. Tiny ninja vulpes shuriken sting you in multiple spots until you get out of range. Ow. Fail.
3-9: You found a good hiding spot, and you're pretty sure you weren't spotted getting there. Pass.
10-11: You found a good spot, but some portion of your body is showing. The vulpes put a couple of shuriken into the exposed bit to let you know you're visible. You should probably go before they circle around and find other bits of you to assault. Fail.
12-19: You found a good hiding spot, and you're pretty sure you weren't spotted getting there. Pass.
20: You are a very sneaky person indeed. Nobody even suspects you're here. Pass; you may adjust your section 2 roll by +1 or -1.

Section 2 - Practical application: 1d20 x 3 posts
1-5: You can't for the life of you spot any other students. Are you sure you're not the only one here? Fail.
6-10: You saw someone arriving, but you don't see them now. Still, you scribble down their name/description on your paper. Pass.
11-14: You didn't see the stack of worksheets on your way in. Or you forgot your pen - or the ninja vulpes lifted it silently. Either way, you can't turn in what you don't have ... Fail.
15-19: You spotted someone. You write down their name/description and note their hiding spot. Pass.
20: You spotted someone - AND you spotted the ninja vulpes stealing some small item from them. You write down who, where, and what was stolen. Pass; you may adjust your section 3 roll by +1 or -1. This bonus stacks if you roll it more than once.

Section 3 - Turn in your work: 1d20
1-5: You slip your paper into the box without anyone spotting you. You think. Congratulations, you've passed this session!
6-15: The box is almost impossible to approach unseen. How does Ninja-san expect anyone to manage this? You try anyway - but a rain of shuriken lets you know that the vulpes definitely saw you. Fail.
16-20: Nobody saw you put your worksheet into the box, but it's certainly in there. Congratulations, you've passed this session!

Bonus Mechanics:
Extra Credit - Spot Ninja-san: 1d100, optional
1-98: Nope. You don't see him. Is he even here?
99-100: You see a little flicker of motion over there. Is that a figure? Yes, it is. Ninja-san waves at you, looking pleased. Then you blink. Where'd he go? Later, after class, you find a silver seed in your pocket. (Quote ToT Secretly a Ninja in your post.)



YOU LOSE/FINISH THIS RP WHEN...

- You are finished rolling all 5 dice. That means you have to START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jan 31, 2012 10:25 am
NAME OF CLASS: BEEN FIGHTING BEARS ON THE MOUNTAIN.
PROFESSOR NAME Malcolm

General information: Malcolm had always been one of those professors who always seem to take things to the extremities; this training session was no exception. Held on a mountain that is located just 5 minutes' walk away from the school, there was also something about fighting bears...

~Image here, I guess~

The Course:
The Garowl Mountains, located just 5 minutes' walk away from the school. Yes, this mountain had always been there; don't question it.

Mechanics:

Phase 1
The climb up the mountain was a really tedious one; it was absolutely freezing, and the strong winds did not help your cause at all. Unless you actually liked the cold, walking to where the training session was supposed to be held was a test in itself...

Note: If your student is cold/frost/ice-based or is used to living is extreme cold, you may skip this phrase and move onto phrase 2! Just leo strut your way up!
Note 2: If your student is heat/fire-based or cold-blooded, you will use 1d8.
Note 3: Everyone else will use a 1d10!

1 : You were frozen on the spot, resembling a live ice sculpture, as you failed to beat the cold; that night, Malcolm would find you and carry you back to your room to thaw out. Shameeeee. Major fail!
2-5 : You almost got there, but unusually strong winds and what was probably an approaching snow storm nearer to the peak forced you to turn back. Fail!
6-10 : You made it! You're tired (and possibly grumpy) but you made it- Hey, where did your clothing go? If you are a boil, you lost either your shirt or your pants to the winds. If you are a ghoul, your clothing had been ripped up pretty badly by the winds. Pass! But at what cost?

Phrase 2
Despite your missing/ruined clothing, you had walked too far to back down. You are a man! A MAN. Or a woman... But you can't spell woman without a MAN. Nearing the ice cave, you could hear faint growling coming from inside as your challenger stepped forward... And give you the grumpiest look known to bear-kind. Hah, what a lousy, weak looking thing...

Note: Roll 2d6 to fight!
-> Subtract 6 if you are Y1, 4 if you are Y2 and 3 if you are Y3/beyond.
-> Example of damage: I am Y2 and I roll a 6. My damage is 6-4=2

< 0 : Bearel practically ravaged you, and you might had screamed loudly like a little ghoul in the process. Fail!
2 - 3 : You managed to land a weak hit, but Bearel managed to get the best of you before escaping back into the cave. Pass!
4 > : You managed to land a strong hit after summoning your inner man, sending Bearel flying back into the cave with tears streaming out of its eyes. I hope you're quite satisfied. Great pass!

Phrase 3
Before you could recover from your encounter with Bearel, you hear even a louder, but more feminine growl coming from within the cave. Soon enough, Bearel's mama stepped out of the cave and made a gesture at you with her tint fists of fury; come at her, bro. Funshine is ready for some fun-time...

Note: Roll 2d6 to fight!
-> Subtract 6 if you are Y1, 4 if you are Y2 and 3 if you are Y3/beyond.
-> Example of damage: I am Y2 and I roll a 6. My damage is 6-4=2

< 1 : Funshine beats the crap out of you, and you couldn't even land a single hit. Shame... So. Much. Shame. Fail!
2 - 4 : You managed to land a weak hit, but Funshine managed to pretty much put lots of tiny fist-shaped bruises on you before collapsing into the snow. Pass!
5 > : You managed to land a strong hit after summoning your inner man, sending Funshine stumbling and face-planting into the snow. You feel a small, pitiable sense of pride. Great pass!

Final phrase
Just as you thought that your training was over, a series of angry-sounding clicking noises came from the direction of the cave. A second later, an adorably white and furry teddy walked out, picked the fallen Funshine up in its arms, and carrying it back into the cave. It then reemerged from the- OH JACK WHAT IS THAT EVEN?!

Note: Roll 2d6 to fight!
-> Subtract 6 if you are Y1, 4 if you are Y2 and 3 if you are Y3/beyond.
-> Example of damage: I am Y2 and I roll a 6. My damage is 6-4=2

< 4 : TeddyWeddy probably beat you senseless and made you scream like a little ghoul while crying for mummy repeatedly. You also feel a sense of shame. Fail!
5-7 : You managed to land a weak hit, but TeddyWeddy had gotten several scratch marks across parts of your body; well, battle scars are cool, right? Even temporary ones? Pass!
8-9 : You managed to land a strong hit after summoning your inner man, causing TeddyWeddy to go back to its original, cute and harmless form. Great pass!

Optional finale
Having proved your worth and strength as a real MAN of MANLINESS, you were allowed into the cave, where a treasure chest was...

Note: This part is completely optional!
Note 2: Roll 1d10 to determine your prize!

1-2 : A pair of socks, decorated with images of Bearel, knitted by Funshine Mama bear herself. You're steal baby Bearel's socks? )8
3-4 : A giant bear suit. Hey, at least it's warm?
5-6 : A delicious pie with a filling that you like! How mysterious!
7-9 : A trophy with the words "I FOUGHT THE 3 BEARS AND LIVED" on it.
10 : A silver seed! Hurray! Please quote "Dragain" with your Minipet sn for your prize!

You stole from three minipets! I hope you feel fantastic about yourself!



Bonus Mechanics:
THIS IS THE WILDERNESS, TOUGH IT OUT. Oh yeah, these minipets are rather oversized, by the way, but still smaller (and cuter) than you... With baby Bearel being almost minipet-sized and papa TeddyWeddy being close to grizzly size!


YOU LOSE/FINISH THIS RP WHEN...

You defeat Teddyweddy and drag your a** back to Amityville. Any less is failure because you are not a MAN.

If you fail, that means you have to START OVER to try again! You may do so in the same thread or a new one if you decide to attempt again at a later date.
 
PostPosted: Tue Jan 31, 2012 11:34 am
NAME OF CLASS: Make a legal document and...
PROFESSOR NAME Professor Q. B.

General information: Professor Q. B. is a renowned Halloween citizen that has traveled both Halloween and the Human World in their study of the Fear arts and has guest lectured in many established Halloween academies. Their specialty is of course, helping manifest Fear to a stronger form in desperate battle situations. Students will be learning how to make themselves stronger by invoking their hidden powers within!

Mechanics: The course itself is simply a classroom, with no chairs, or tables, or anything, in fact, it seems to be just one big white room. There is a large black swirling hole at the base of the room and upon jumping in-

- You suddenly feel very magical. You are wearing way more colour than you are used to, and good Jack, are those frills? Yes all boys yes, yes you are also wearing a skirt.

Before you can ponder this horrible and slightly traumatic change of events, you look around: you seem to be in a strange bizzare dimension where everything seems jaunty and disjointed. An eerie chanting echoes in the background along with what seems like thousands of ringing bells. Small equally disjointed creatures, some sporting entirely random limbs but no head, others with only a pair of eyes, a nose, even just a single eye scuttle by, brushing against your legs. As you take a step forward, the path in front of you begins to warp and spin, colours turning into shapes and into shadows, the cycle repeating spontaneously and endlessly.

At last, after what seems like forever, you reach the end. A creature awaits you: for each person it is different, at first it is simply a large butterfly unfurling its wings as it attempts to break out of its chrysalis until what emerges is what students themselves fear the most, from their relatives, to an Amityville professor, to even a Hunter. The outline however, of the shape, blurs and distorts, at times it is that figure, at other times, it is simply a blur of black shadows and uneven colours and textures.

And then, as you feel you are being consumed by the figure, everything blurring together at once into a mound of chaos, you can't even remember who you are, until a voice calls to you.

"Invoke your Fear, remember yourselves, and fight back!"

Intimidated, you take a step back, and then realize, in a circle around you is a ring of simple swords. If you are a reaper, you may choose to use your own weapon instead and summon it at this point. You hear the voice again, telling you to manifest your Fear into the sword to make it work, and you try to focus, focusing your powers, attempting to transfer your Fear ability onto the blade. Finally, some success, the blade of the sword flickers, weakly, with an aura corresponding to your own Fear. As you swing it experimentally, the sword unleashes an arc of your Fear, from a shadowy dark black to a flaming blaze of fire, or even just even a stronger blow that knocks everything back. You feel powerful, and the music in the background seems to have changed to something a little more upbeat.


ROUND 1
ROUND 1: VERSUS THE FAMILIARS

- You are fighting the strange things scuttling around your legs, the boss is still too far away! You use your sword to strike them around you, satisfied as some scuttle away.
- You must rp out each post
- You need to clear 5 waves of familiars. Roll 2d12 and subtract 6 from the result, you CANNOT use your Fear attack (as this is manifesting/combined with your sword at the moment). You cannot heal or do anything other than roll the 2d12 -6.
- If your rolled result is higher than a 6 you clear one wave.
- Every time you roll, you take 3 damage, even if you miss! Make sure at the bottom of each of your rolls to post your damage you do (success or miss) and then your total hp value.
- After five SUCCESSFUL clears you move on to round 2. BEFORE CLEARING YOU GET A FREE HEAL. Roll 2d20 to determine your heal.
- If you hit 0 HP you immediately warp out! You are back in the white room, and have to TRY EVERYTHING AGAIN.


ROUND 2
ROUND 2: VERSUS THE BOSS
- The boss seems to practically be waiting for you. Its one disjointed arm summons you forward, its figure suddenly focused. You feel as if you are fighting your greatest opponent, and that in this moment of desperation, every move you made mattered.
- You must rp out each post
- THE BOSS HAS 50 HP. Roll 2d12 and subtract 6 from the result, you CANNOT use your Fear attack (as this is manifesting/combined with your sword at the moment). You cannot heal or do anything other than roll the 2d12 -6. At the end of each roll post, make sure to post your current HP, and the HP of the boss.
- Every time you roll, you take 5 damage from the boss, even if you miss!
- If you hit 0 HP you immediately warp out! You are back in the white room, and have to TRY EVERYTHING AGAIN.
- If the boss HP hits 0, you have defeated it! If you AND the boss hit 0, there is a moment of silence, the boss takes one step back and... you are warped back before you see the result ): too bad you have to try again (fail).


YOU DEFEATED THE BOSS AND...


- The boss simple freezes up, the world around you stopping, the colours bleeding to black. Then, with a loud crackle and a whoosh, everything condenses together into one small object. As you go to examine it, the object itself splits in two, a small shadow escaping from it before dissipating into nothingness. On the bright side, the music has also stopped and you are at least dressed normally again.

You don't notice the pair of blinking red eyes staring at you from the corner, or do you?



Bonus Mechanics
Bonus Mechanics:
- If you are a REAPER or DEMON you do an additional +1 damage after damage calculations to everything.
- If you are an UNDEAD or MONSTER you do - 1 damage after damage calculations to everything
- If you are a GHOST you take -1 damage every time you roll



YOU COMPLETE THE CLASS WHEN


You defeat the boss, duh
 

Zoobey
Artist

Magical Incubator


Zoobey
Artist

Magical Incubator

PostPosted: Tue Jan 31, 2012 2:42 pm
NAME OF CLASS: Arts and Crafts 101
PROFESSOR NAME: Professor Zixil Braxton

General information:
The Arts and Crafts room is tucked away in the corner - one way in and out, which is just how the teacher likes it. The classroom looks normal enough from the outside, with its standard door and numberplate (with an added addendum by the teacher, his name and the class title added on a piece of Muck Tape). The inside, however, looks like someone found all of the weird, eclectic stuff within a five mile radius, ate it, and then vomited it all up. The teacher has either completely lost his mind, or is trying way, way too hard. The cabinets that line the walls are partially filled with beginner art supplies: slime-based paints, earwax crayons, and...glitter, a thing so evil that it can be known by no other name.

Mechanics:
Your Most Excellent Professor isn't going to fill your head with crazy ideas. That's all up to you!

Upon entering the class, roll 1d100 to determine your Muse Level (ML).

Muse Level 1-20

Woah, you can't make art with a Muse Level this low! Go stare longingly at your first crush, or listen to emotional music, or cry it out! We can't have you making anything that's worth less than 20 silver seeds beneath your actual capabilities.


Muse Level 21-50

Did you dip yourself in paint and roll your face over the canvas? That's not going to be acceptable. Nobody will want to buy this. Or look at it. Not even kind of.


Muse Level 51-80

Looks like you might have the right idea. Go ahead and give it a shot. I guess the worst thing that could happen is you ruin everything, but that's okay.


Muse Level 81-100

Got a real overachiever here! Creativity is oozing from your pores (seriously clean that stuff up please)!


If you roll 1-50, you will need to make another attempt. A roll of 51-100 allows you to proceed. The above information correlating to your ML gives you a good idea of how your student will be approaching this assignment.

If you succeeded in developing a passable Muse Level, you will then need to roll a 1d10 to determine to overall success of your drawing/painting/sculpture etc. Feel free to pick whatever medium you'd like!

1-3 You really poured yourself into this one, but the Professor isn't quite feeling it. Take it home and pin it on your wall, because that's all you're getting. (Fail. You'll have to make another attempt!)
4-9 You paid careful attention to details, color schemes, and - most importantly - marketability. Professor Braxton smashes a sickly note to your body with a sloppy "A" written on it, because ruining the art would be a travesty. As far as you can tell, you've done a good thing. (Pass!)
10 You are a prodigy! This thing belongs in a museum! Or the home of the highest bidder! Your artwork will be displayed in front of the entire class. Hope you're not shy. (SUPER-PASS!)

You must RP your student creating their...well, whatever they make.

Bonus Mechanics:
•If you include a DRAWN representation of the piece of art that your student creates, you can automatically add 2 to your success roll, ultimately bringing up their final score. These drawings do not have to be anything fantastic, and can be as detailed or non-detailed as you want.

•Any student who is able to use magic to create illusions can roll 1d4 to determine how amazing their artwork appears. Which is what matters. If you roll even, you can add 1 point. If you roll odd, no points can be added. This can not be combined with the 2 points you can add when including an image.

•Any student who lacks dexterity (lookin' at you, claw-handed monsters) can roll 1d4 to determine their ability to talk Professor Braxton into believing that the piece of art's concept is going over his head and is, in fact, a true masterpiece. If you roll even, you can add 1 point. If you roll odd, no points can be added. This can not be combined with the 2 points you can add when including an image.

Each visit to the classroom has the potential to span multiple posts due to the amount of dice rolls. You can interact with other students, try to steal their concepts - whatever you'd like to play out!

YOU COMPLETE THE CLASS WHEN


You pass the class!
 
PostPosted: Fri Apr 26, 2013 11:11 am
INTERMEDIATE LEVEL CLASS:

NAME OF CLASS: Intermediate First Aid (must have passed beginner)
PROFESSOR NAME: Professor Cricket

Prerequisites:
- Must complete beginner first aid successfully
- Must be Y2 or higher!

General information: This goes into using another individuals FEAR to heal them – thus promoting their own system to fix it.

The healing dummies have returned! However, this time it seems like Nurse Cricket has done a little bit worse to them than she did before, some of them being cut into rather deeply, and others bearing strange discolorations. The only explanation she really gives is that she put her ‘touch’ on them.

Which you really don’t want to know much more about.

“There is FEAR in those dummies. What I’d like you to do with them is draw their FEAR to the surface to pull away the injury that has been given them. This is an effective way to heal without tiring yourself out.” From the way Cricket explained it, it sounded like this was what a lot of her job consisted of.

“What you need to do,” she begins to go into more detail on what she expects, “is clean the area of contact. Once you’ve done that, use your FEAR to pull at the FEAR of the dummy. If you’ve ever been healed by me, hold onto that feeling from when I make contact. They feel quite similar and you’ll find your balance from that.”

For those who hadn’t been healed by Cricket before…? WHELP. She wasn’t about to demo any further than that.

Mechanics:

Roll 1d4
This is your accuracy.

Now Roll 1d10 and match your result below - subtract your accuracy roll from your result. If your roll will take you underneath ‘1’, go to 10 and continue down from there.

Match your rolls

1. Perfect! You’ve forced the condition to remove itself!
2. Uh oh! You’ve gone a little bit too far and your ‘patient’ gets really ill!
3. You do OK. It takes a little while longer to fix, but your work is passable.
4. Your work is poor. Cricket won’t pass it.
5. You do OK. It takes a little while longer to fix, but your work is passable.
6. Your work is poor. Cricket won’t pass it.
7. You do OK. It takes a little while longer to fix, but your work is passable.
8. Your work is poor. Cricket won’t pass it.
9. Uh oh! You’ve gone a little bit too far and your ‘patient’ gets really ill!
10. Perfect! You’ve forced the condition to remove itself!


TO PASS: You must either get a ‘Perfect’ or an ‘OK’.


Bonus Mechanics:
None!
 

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Fri Apr 26, 2013 11:12 am
User Image


NAME OF CLASS: The Art of Seeing, and Being Seen (Socio-Cultural Anthropology)
PROFESSOR NAME: Mr. Darcy

General Information: After spending many months away from Amity travelling abroad and taking care of what he's termed 'family affairs', Mr. Darcy has returned to instruct students on the importance of being earnest- and observant. The whys and whims of cultural norms - from the lowliest minotaur to the wealthiest demon - will all be examined with his typical scrutiny and decorum. Professor William is prepared to look down his exceedingly handsome and classical nose at everyone with impunity. He will not shirk at any topic, and as seen previously is still a firm believer that participation is paramount to understanding. After their glimpse of alien culture during their time on the clan isles, he feels it is high past time they open their admittedly small and probably weak minds to the societies of peoples who, while a little closer to home, are no less wild.

The Course: Rumors have been flying that the elusive Mr. Darcy has returned from a mysterious leave of absence, and students brave enough to venture toward his long-abandoned classroom know why. Taped to the door is what appears to be a reading list - as if anyone needed more work to do during the busy prom and festival season. While some might pretend they didn't see anything and keep walking, a few may notice bats lingering near the hall's ceiling, and decide completing their homework might be in their best interest after all...

User Image


Below the book list is a very strange questionnaire. Is this a book report or a biography?

Mechanics:
You can repeat this class up to 4 times! Each time you must select a different book. It might behoove you to do them in order, as they scale in difficulty! Simply roll 1 10 sided die to see what information you've gleaned! . Use the chart below to determine what you've learned! You need to discover at least 3 Unique Clues to consider this a success, but you can try for more if you want, you over achiever you!

My First Scaring
My First Scaring
Fiction; Children's

'My First Scaring' is a book written by reknown Weregoose author known simply as 'Mother'. While the many early editions of this short story feature art of young weres, recent releases have seen a wider audience boasting baby Undead, Demons, and various monsters (although only the races with a natural affinity for thumbs). Miss Mother Goose is also unveiling a underwater cave painting version of the work that is a co-operative piece between herself and famous each uisge artist William McAdams. The edition available for his class contains prints from the aforementioned work, and for the first time features children of both undead and monster lineage.

DICE
1 - Ugh, who assigns a children's book? You leaf through the pages, but learn nothing new.
2-3 - Look at you, rediscovering your childhood! You find it hard to read as you keep glancing to all the pictures...They're very well done actually, but sometimes they seem to follow their own script. Goodness, that little patchwork girl is so mean to that little...bear? Werewolf? Gorilla? You've found a clue!
4 - You're so bored you actually bother to read the About the Author section. Apparently Miss Mother Goose has an adopted were-ape daughter who's engaged to the artist of this book. You've found a clue!
5-7 - On the last page, it appears that the horse-boil child and the gorrilla looking kid are holding hands. Storybook romance? The patchwork girl is glaring at them in the distance. A little creepy... You've found a clue!
8-9 - The dedication page reads, "To my daughter, Francine." Isn't that the name of one of the other authors? You've found a clue!
10 - Mr. William sure is putting an emphasis on how kind and pretty that ape-girl is. You've found a clue!



Flylight
Flylight
Fiction; Teen Romance

This awkward and halting work hails from one of the finest fan-fiction writers of this age, the up and coming undead novelist Selena Mayard. Written for teens, it follows the tale of young Isabelly Swine - the destitute daughter of an estranged yeti couple. Belly was forced to move from her cold, northern territory home to her father's hutt in the murky swamps of central Halloween. Here, she meets and falls into a forbidden romance with the each uisge Eanruig. Their struggles as he resists the urge to take her to the water, and as she has to deal with the fact that she will never truly be as beautiful and smooth skinned as he, provides an emotionally flat and predictable plot that nevertheless has proved overwhelmingly popular with young ladies between the ages of 14 and 40.

DICE
1 - This is seriously a great book! How could people hate it?! For some reason, this read-through has you thoroughly ~*enchanted*~. You feel you can strongly identify with the characters, especially that poor undead girl. How dare Belly and Eanruig chose each other over her?! TEAM JESSY FOR LIFE!
2-4 - You read the forward. It's kind of awkward, and has a lot of notes written to the author's ex-husband...A Mr. McAdams. You've found a clue!
5-6 - It becomes increasingly clear as you bash your head against the word-vomit of each chapter that the author really has something strongly against the main protagonist. It's as if she is trying to make her as plain, boring, and utterly unlikeable as possible. Meanwhile, it seems the only half-decent character is that poor patchwork, Jessy. Destined to be locked in unrequited love forever! Hey, isn't the author an undead herself? You've found a clue!
7 - You suddenly find ponies very attractive. This book shows a side of the each uisge you never thought exsisted. A dark, brooding and sexy side. Go team Eanruig! Ok, that motto needs some work...
8 - Some of the lines in this book seem oddly... derogatory. And personal. "I know what you are." "Say it out loud." "...Hair fetish." What does that even mean?! You've found a clue!
8 - 9 - Mr. McAdams...The same last name as the artist for one of the books on your list. Could he be Selena's elusive ex husband? And isn't he also an each uisge? Odd that she'd use that as a main character in the book. And she portrays Eanruig so unflatteringly! You've found a clue!
10 - You fall asleep in the middle of a chapter. Teen romance just doesn't interest you, or maybe this section is just particularly boring.




Bigfoot Burlesque
Bigfoot: Burlesque
Non-fiction; Alternative Lifestyles

Written under the pen-name, W. M.A., this work is a written history of the burlesque club "Hair There", whose primary song and dance acts feature bigfoot and yeti performers. The piece is written from the perspective of a frequent patron, and is often critized for handling the subject material in an overly familiar and non-objective manner. However, the interviews with some of the actresses are particularly poignant, and the work often reads like a memoir. It is an interesting look into the underground world of bigfoot performance art from someone who appreciates dance, comedy, and body hair.

DICE
1 - Ok, so this book uses a psuedonym, but the questionare asks for the author's names. You wonder if the name is in the book somewhere, but you check the nifty included character index and none of the initials match. But there is one person whose initials DO match- the artist from the children's book you were also assigned. You've found a clue!
2-3 - W. M. A.... Women's Modesty Association? No, that can't be right...
4-6 - This book also has a dedication page- to "F. S. and her darling Mother G." Time to check your author list again, you suppose. You've found a clue!
7-8 - You are really not into body hair. Really really. You have to put the book down, and resist the urge to cough up a hairball.
9 - Whoever this WMA is, it's clear he really is into girls with a hairy hiney. You've found a clue!
10 - It mentions, briefly, that the manager of the club is a mad scientist by the name of Doctor Diddle. He has a daughter who's a bartender at the club, whose name was not disclosed, and is referred to as M. S. Another initial? The book indicated that she quit eventually, as she grew jealous of one of the performers. You've found a clue!




In Stitches
In Stitches: An Observer's Guide to Persons of Put-Together Personage
Non-Fiction; Reference

A reference guide for the uninitiated. Written by an up and coming professor of the reknown College of Laboratory Arts, wereape Francine Stein. The piece functioned as her LabArts thesis. It features both basic descriptions of the many types of patchwork undead, as well as profiles on some of the more famous members of their races.

DICE
1 - Francine Stien- isn't that the name of Mother Goose's daughter? You've found a clue!
2 - You leaf through the glossary, looking for clues. There's an entire chapter dedicated to Selena Mayard, but unlike the entries before and following, it's unusually harsh, and seems to focus a lot on her personal life and her inability to 'let go'. You've found a clue!
3-7 - You aren't in stitches, You aren't even chuckling. This is the driest book you've ever read.
8-9 - The book's author is a wereape, and isn't Mr. William engaged to a wereape? And Selena Mayard's got a mysterious ex-husband... You've found a clue!
10 - This book is so boring. You fall asleep before you even make it through the foreword!



Quote:
BONUS MECHANIC:
Complete all four reading assignments and answer the questionnaire to get a special minipet! (Simply PM your question answers &class link(s) to Ravvlet)
 
PostPosted: Fri Apr 26, 2013 11:13 am
INTERMEDIATE CLASS:

NAME OF CLASS: Trashbot Upgrading - Intermediate
PROFESSOR NAME: Moira *********, Janitor

Prerequisites:
- Must be Y2 or above.
- Must have passed Trashology 101 and have earned the Beginner Trashbot Summon learned ability.

General Information: Those who have learned to summon their own little Trashbots have found the mechanical devices to be very helpful, or at least not very unhelpful. But they are small and a little puny, and could stand to be upgraded. But you'll have to upgrade it yourself... are you up to the challenge?

Fortunately, Moira has a lovely, if greasy, robotics workshop where she does maintenance for all the full-size Trashbots! And she's more than happy to let her faithful students use it.


Mechanics:

Step One:
After arriving in the workshop, summon your Trashbot as you normally would, rolling 1d4.
--- If you roll a 1, your Trashbot arrives looking a bit dinged up. Your Trashbot's starting HP is 15.
--- If you roll 2 or 3, your Trashbot looks pretty much the way it always does. Your Trashbot's starting HP is 20.
--- If you roll a 4, your Trashbot arrives gleaming and in peak condition! Your Trashbot's starting HP is 25.


Step Two:
You must select your components. There's a nice box of scraps available for your perusal. Roll 4d8 - the numbers you roll determines what you'll be working with to upgrade your Trashbot. If you roll two of the same number, that's fine - you'll just install two identical items onto your Trashbot.

You'll also note that each component has a number after it in brackets. Keep that number in mind - you'll see why in the next step.

1 - A small drill bit that could be attached to a Trashbot arm. Not too challenging. [2]
2 - A metal spiked bumper. Very metal. It doesn't look all that difficult to get on there. [4]
3 - A bit of metal plating, suitable for protection. Drilling into the Trashbot will be required for installation.[6]
4 - A scoop that could go on the front or back of your Trashbot! It has nice lifting power, but you'll need to install gearworks inside the Trashbot to get it on there... [8]
5 - A blunted blade for slicing light objects. It should fit onto the Trashbot's existing hardware without too much trouble. [4]
6 - A really nice articulated claw! Excellent for picking things up dextrously, but it looks like a fiddly thing to install... [8]
7 - A... rearview mirror? Does your Trashbot really need one of these? Well, maybe it does. It doesn't look too hard to install, at least. [2]
8 - A flame decal etching set! Extremely cool, but it does require you to etch metal. [6]


Step Three:
Now for the hard part: actually modifying your Trashbot! You must roll 1d6 four times in four separate posts, one post for each of your four components.

Remember the numbers above? That signifies the amount of base damage you can potentially do to your Trashbot (not to you) as you work to install the new parts. How much damage your Trashbot actually takes depends on both that base damage and the modifier you create in this round.

Again, rolling 1d6 per component...

1 - Something inside the Trashbot goes bzzzzt. Ow! Take the component's full damage.
2 - A scraping, ratcheting sound emerges from the Trashbot's chassis. Hm. Take half damage.
3 - Slow and steady... it takes a while, but it looks like the part is successfully installed with no damage.
4 - Is... is that something burning?! Yikes. Whatever you did, it's not looking good. Take the component's full damage.
5 - Your tools slip and scrape something that looked kind of important. Take half damage.
6 - You're a wizard genius! At least at this moment. The part is successfully installed with no damage.


If, at the end of the installation progress, your Trashbot still has some HP remaining? Congratulations! You have successfully upgraded your Trashbot and can claim the learned ability Intermediate Trashbot Summon. The components you put on your Trashbot can also be mentioned in RP for flavor.

If your Trashbot loses all of its HP, it flees in self-defense and you must wait 24 OOC hours before trying again - it takes a while for them to reboot, okay?

Happy upgrading!
 

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Fri Apr 26, 2013 11:15 am
INTERMEDIATE LEVEL CLASS:

NAME OF CLASS: BEEN FIGHTING HONEY BADGERS ON THE DESERT MOUNTAIN.
PROFESSOR NAME Malcolm

General information: If you thought fighting bears was bad, Malcolm had apparently found something much, much worse than just bears... Honey Badgers. Unlike bears, Honey Badgers don't care - they don't care about pain, they don't care about fighting back, and they most certainly don't care about you, stupid.

These Honey Badgers live on the other side of the Garowl Mountains; the family of three bears do their best to avoid the Honey Badgers.

Prerequisites:
- Must be Y2
- Must have finished BEEN FIGHTING BEARS ON THE MOUNTAIN.

The Course:
The Garowl Mountains, located just 5 minutes' walk away from the school. Yes, this mountain had always been there; don't question it.

Mechanics:

Phase 1
Although the side of the mountain used in Professor Malcolm's first class was freezing cold, the side of the mountain that had been claimed by the Honey Badgers was totally different... In fact, the whole side of the mountain was a traditional desert - dry, sandy, and scorching hot. It was not your typical mountain, and it would not be an easy hike for most students.

Especially since you have to look for the Honey Badger.

Note: If your student is fire/heat-based or is used to living is extreme heat or a desert setting, you may skip this phrase and move onto phrase 2! Just leo strut your way around, and rp spotting a Honey Badger!
Note 2: If your student is water/ice/cold-based, you will use 1d8.
Note 3: Everyone else will use a 1d10!

1 : It's so hot... And dry... And you have no water with you/finished all the water you had on you... After getting lost in the desert with no sign of the Honey Badger, you collapsed in the sand; in the evening, Malcolm would find you, and carry you to Nurse Cricket's office. This is wall of shame worthy. Major fail!
2-5 : You thought you spotted a Honey Badger, but before you could give chase, a sandstorm forced you into seeking shelter in a burrow. By the time the sandstorm settled, the Honey Badger was gone, and you were forced to return to school. Fail!
6-10 : A Honey Badger! You couldn't believe your luck! After wandering around for what seemed like forever, you finally found the creature you were looking for! Without hesitation, you raced towards the Honey Badger, catching up to it. Pass!

Phrase 2
As you neared the Honey Badger, it growled at you, showing how much it did not care. Tied around its neck was a piece of paper; judging by the Amityville logo printed on it, you figured that you'll have to wrestle it from the Honey Badger... It looked ready to tear into you in order to rip out your Fear Core.

Note: Roll 2d10 to fight!
-> First dice = Your strength | Second dice = Honey Badger's strength
-> To pass: Value of First Dice > Value of Second dice

-> If you failed, the Honey Badger managed to overpower you, and you had to run back to school with your (imaginary or otherwise) tail behind you.
-> If you passed, you managed to wrestle the piece of paper from the Honey Badger. However, in the process, you had received quite a few scratch and bite marks from the disgruntled creature.

Phrase 3
The note had been enchanted, and you could hear Malcolm say something about how you had done well by getting so far, and that your real test is just about to begin... Wait, what? What real test? You then realized that the Honey Badger you had earlier wrestled with was just a baby Honey Badger.

Meanwhile, mommy Honey Badger's looking at you like it wants you for lunch... Not that it cares about its baby. Honey Badger don't care. It just wants to bring you pain, stupid.

Note: Roll 2d12 to fight!
-> Do this twice!
--> You have to pass both rolls to move on to the Final Phase; if you fail even one of the rolls, you've failed!

-> First dice = Your strength | Second dice = Honey Badger's strength
-> To pass: Value of First Dice > Value of Second dice

Final phrase
After you won the wrestling match against mommy Honey Badger, you expected the daddy Honey Badger to turn up - after all, that's what happened with the bears. However, you forgot something very important - daddy Honey Badger don't care, stupid. For a moment, you felt happy to have completed your training...

And then you realized that both baby and mommy Honey Badgers are ready to attack you, and tear you into shreds. It was time to prove that you're a REAL MAN. To prove that you have what it takes to tame bears and defeat Honey Badgers into caring.

It was time to intimidate.

-> You would have finished "BEEN FIGHTING BEARS ON THE MOUNTAIN." and gotten the 'Beginner Battle Aura' ability in order to do this Open Class. To refresh your memory, the mechanics for Beginner Battle Aura had been copied over:


Quote:
Beginner Battle Aura
Difficulty level: Beginner
Pre-requisites: N/A
Battle Effect: This is an ADD on effect! You cannot use it with your Fear. Once per battle, by using this effect (please state so), instead of rolling your usual 2d6/8/10, you will roll THREE dice.
- The first two dice behave as normal, simply add up the damage and subtract 6.
- THE LAST DICE, if even, is the additional damage you do DIVIDED BY TWO. If your last dice is odd, you do all of the damage of the THREE DICE ROLLS (the third roll amount divided by two) to yourself
Non-battle Effect: A character acquires the ability to create a menacing aura, perhaps enough to lightly startle others.


-> In order to pass Phase 3, you have to roll a successful Beginner Battle Aura + defeat the Honey Badgers! Remember that you can only use Battle Aura once per battle!
--> This means that you should use it on your first battle post; once per battle means that a miss = a fail!
--> Your HP/attack values depends on your current level; so for example, Year 1 will be 30HP/2d6-6, Year 2 will be 40HP/2d8-6, and so on!

-> HONEY BADGERS HAVE 30HP!
-> Every time you roll, you take 4 damage from the boss, even if you missed.

-> If you hit 0HP before the Honey Badgers, you have FAILED!
-> If you miss your Beginner Battle Aura roll, you have FAILED!
--> Failure = The Honey Badgers beat you up pretty badly, and sent you running home (possibly while crying for your mommy).

IF YOU PASSED PHASE 3
The Honey Badgers seemed to hesitate before retreating, the baby following behind its mommy. You've done it. You've defeated the Honey Badgers. Your hair is messy, you're all bloodied, your clothing would probably have to be tossed out after this, and you're pumpkin-sunburnt from being out in the desert for so long but it was all (probably) worth it.

You're one step closer to being a REAL MAN now.

Stupid.


Quote:
Bonus Mechanics:
Demons: Once in this open class attempt, you can reroll your dice roll to try again!
Monsters: If you are KO'ed you can restart at half your health instead of dying!
Ghosts: Add +2 to all your attack powers for the entire battle
Undead: Take -2 damage to you for the entire battle.
Reapers: Choose any ability above, but you can only choose one!
 
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{ Classrooms } ---------------- Classes/ Open Classes/ EXAMS ARE HERE

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