In a room
The sign reads
"Welcome all new travellers.
To continue you must go through a series of doors.
After going through you will pick a costume. You will then become a half- human and half that creature.
After a week(100 mins a hour,20 hrs a day,10 days a week) has passed you may morph and get another costume. To start of with you will only be able to become 40% human to 60% human.
If you put on a costume you will then become that creature, be teleported to it's home town and have to wait a week before being able to morph.
After 50 costumes you may change into one of your other costumes and become 30% to 70% human. When changing costumes you must wait at least an hour before you can change costumes again.
100 different species/gender costumes allows you to gender-morph and become 20% to 80% human
200 different species costumes allows you to combine costumes and become 10% to 90% human
400 different species costumes allows you to return to your world with no more morphing
And 800 different species costumes makes a polymorph and allows you to morph outside of this world.
Also if you have a costume like a centaur then the human part will always be human and is counted towards the human percentage.
Any gender/species transformation magic of yours can only change your gender(if you have at least 100 costumes) and the animal part to a different animal.
When you change into a different costume (that you already have) you may teleport to that species home town but you will have the week penalty where you have no costume changes.
If you die while wearing a costume you will be reborn at the local inn (or appropriate location ). If you have more then 100 costumes you will lose the costume you had when you died and go to an appropriate place for your next costume.
If you fail to make it out in 100 years(100 weeks in a year) one of your possible forms will be chosen and you will be permanently stuck in that form(apart from magic) until you die. Also there will be no possibility of going back to your world.
Also, one final note: should you take a female form and become pregnant, you won't be able to change your gender until the child is born, though the other aspects of your form may change (the child will change to match.) That is all, and good luck!
You realise that you have to do what the sign said to do and go through the doors and grab a costume.
Alternatively you could use the key system to determine the room
Written by Catprog on 11 February 2004
Normal Land
You go through the door.
All of a sudden it slams shut and with no handle on this side it appears that you are stuck.
There are two more doors however and both of them have a sign on them saying
Costume room for
Element: Land
Type: Normal
Gender: ????
So which door do you want
Written by Catprog on 26 February 2004
Female Normal Land
You go through the door.
All of a sudden it slams shut and with no handle on this side it appears that you are stuck.<P/>There are five costumes in this room, all of them female, all of them are normal land creatures.
- Snake <li><span class="female">Wolf</span></li>
Written by Catprog on 26 February 2004
Vixen
You find a Vixen costume. You then read the instructions on the costume for how to put it on and you strip so it will fit properly. You start by slowly sinking your legs into the costumes having to make a slight effort to begin with to fill the slender egs.
Finally you get it put on up to your waist and slip your arms down into it as well. You pull the zipper up on the front and sigh a little the costumes chest feeling a little tight.
Finally you bring the hood up over your face and start to adjust it so you can see out the eye holes.
As you adjust the mask you start to feel a tingling sensation washing all down the front and back of your body.
You suddenly feel a enjoyable sensation as an air current picks up and even now you are wearing a costume you can feel it. Then you realise you're no longer wearing a costume, you<spanSumTF>You</spanSumTF> are a Vixen.
Written by on 05 August 2005
And Then...
As you stand there and stare in confused awe at your new body, the world seems to blur around you, leaving you in a muddle of gray blurs. Waves of energy twist themselves around your body and fade away into strips of cloth.
When they have finished, you find you are now clothed in a simple cloth shirt and knee-length skirt. The shirt is white and the skirt is black, and the fabric is somewhat coarse compared to what you are used to. You haven't been clothed with underwear of any kind.
Reaching a tentative, curious hand up to your new breasts, you find that they support themselves just fine without the aid of a brassiere thanks to a layer of muscle just under the skin, and you guess that you aren't wearing any undershorts because they would be a pain to get over your tail. Still, it's disconcerting to have your privates left uncovered except for a skirt (notoriously vulnerable to light breezes) and to have only one layer between the rest of the world and the new features of your chest that you hope people won't pay attention to.
While you are contemplating this, the grayness starts to come back into focus, resolving into a picturesque hilltop overlooking a small village that might have come from the late 1920s back on your Earth. You realize with a start that part of the costume deal involved spending a week in your new form, in its native environment. Whether you like it or not, you're going to get a crash course in living as an anthropomorphic vixen. You wonder whether you'll be given a place to stay during your week. Living as a vixen is bad enough; you'd hate to have to be homeless while you're doing so.
Written by nothingsp on 25 July 2006
Your New Home
In a bit of a daze, you walk down the hill towards the village. Trying to look nonchalant, you stick your hands into a couple of pockets that you find in your skirt. In one of them, you find a crumpled bit of paper. You pull it out and uncrumple it. A street address is written on it.
Walking down into the village, you succeed in finding the address on the paper. It's a small white house, mostly nondescript. Walking up to the door, you knock. Nobody answers. The thought occurs to you that perhaps this is your house, but the door seems to be locked.
You check under the doormat, but no key is to be found. You're just about to give up and break a window when you feel something in...much as you hate to think about it, in your cleavage. Looking down at your chest, you find that you're wearing a small chain necklace with a key on it. You reach around the back of your head to unclasp it.
The key fits the lock, and you go in, shutting the door behind you. From the small coatroom, you make your way through the hall and into the kitchen. On the table is a note. Picking it up, you read.
Dear Player-At-My-Little-Game:
I, the person writing this note, am the creator of the costume house. As you may have guessed, I'm a reasonably powerful wizard. But this is all quite beside the point. You've taken your first new form, and I sincerely hope you're enjoying it. (If you aren't, I suggest you try to, as it will make your time in this form much easier, psychologically speaking. And should you find you like it enough, you could even forfeit the game and stay in your present form in this world forever.) You now must spend a Multiverse Standard Week (as noted earlier on, this is something closer to two Earth weeks) in your present form before moving on. To make this easier, lodgings suitable to your form have been and will continue to be provided. (Of course, "suitable lodgings" depends on both the anthropomorphism of your current form and the type of shelter standard in your new homeworld.
If you're in a non-anthropomorphic form, you'll be provided with a simple den matching the dwellings made by others of your new species. But if you're anthropomorphic, you'll have a homeworld-average house provided.)
You'll also be provided with a means of sustenance (reasonable hunting/foraging skills if non-anthropomorphic or placed in a primitive culture, a job if anthropomorphic.) What you do from there is up to you, but remember that you must make it out in 100 years (10,000 MSW weeks) if you wish to return to your own Earth.
When you finish reading the note, you sigh and look around. This will be your home for a couple Earth weeks. You have no idea what you're going to do.
Written by nothingsp on 25 July 2006
Travesty!
You pace back and forth a bit, looking analytically at the plush couches,heavy curtains and flimsy wood table of your new domicile. You run a paw over your vulpine face idly.
A wizard, then. A wizard that takes the time to communicate, no less. And *reasonably* powerful? If he's imbued 800 (or more!) costumes with transformative abilities with links to 800 (or more!) alternate dimensions, then... you'd hate to see a "powerful" wizard.
He's got you trapped here, trapped in this "game." But... as far as you can tell, it's not a game like the "games" that the guy on Saw liked to play. You haven't been hurt, and beyond the awkwardness of owning bosoms and a womb, you haven't really been inconvenienced. As far as you can tell, if you keep a steady head and play nicely by the rules, you'll be let go unharmed.
But, then... how to play right now? For a while, you play Sims, going to your closet and replacing your skirt and v-neck with tasteful long pants and a long-sleeved T-shirt. You look at yourself in the closet mirror.
Suddenly, you're excited. This is great! Essentially, you've been camouflaged, given the ability to observe this culture of anthropomorphic foxes, which you hadn't usually thought of as a culture but still! Maybe you can adopt a fake name and masquerade! Or maybe even tell everybody the truth--"Hello all, I'm an Earthling male" (right?) "and I was placed into a huge labyrinth full of transforming costumes and this is the first one I picked!
Tee hee!" That should be entertaining.
You want to see outside again, get out of the house. Your paw closes around the door handle and when it opens, there's a male fox all up in your grill, with his paw held up in a knocking position.
"Whoa! Hey there! Sorry about that! Are you..." the fox consults a piece of paper, "Is your name <WHOA it's a feminine version of YOUR name!>?"
"Ah... yeah. It is," you reply.
The fox leans forward and licks your cheek. You gather this is their way of shaking hands. It was good you gathered that because otherwise that would have been very awkward.
"I'm Bragho!" Bragho says. "I'm here to show you around the Northern workplace!"
"Bray-go..." you repeat. "Wait... work?!"
Hey, this is a friggin' quest, for crying out loud! You didn't come here to wash no dishes! Yet the note on your table said it was your way to sustenance and survival... considering the full extent of your transformation, you have a sudden paranoid foreboding about the kinds of "work" that will be offered...
"Oh, are you feeling all right?" Bragho asks, ears pricked.
<Play by the rules just hear him out play nice play nice...>
"Oh, ah... no, I'm fine," you reply. You look around reflexively for a bag to gather. Having none, you turn back to the black-vested vulpine.
"Ah... let's go," you say.
Off you both merrily traipse, through the 1920's esque-village full of happy foxes, fat baby sand glossy furred kits.
"So, ah... what do people... er... *we* do at the 'Northern workplace?'" you ask Bragho with not a little anxiety.
"Ah... we get a bad rap sometimes because everyone always breaks a pant, but really it's the best way to get Kitsoons" (currency?) "in the valley," Bragho replies. "When we get there, I'll show you all the nuances of -------------"
Written by Mr.Peaches on 14 November 2006