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soddersays2018-10-30 04:39 pm
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Entry tags:
November 2018 Test Drive Meme
NOVEMBER 2018 TEST DRIVE MEME
Welcome to November's Test Drive Meme! This month's Test Drive's theme is: WONDERLAND.
All Test Drive Memes contain at least one clue to the Deerington's upcoming in-game events for the month! Keep your eyes peeled! But...not literally.
Characters may die during TDMs, but you do not need to count it towards a game-canonical death unless you want to. Consider it a freebie. All TDMs can be considered game canon as TDMs introduce minor aspects about the world of Deerington that can be revisited by characters later on in the game. You may also use TDMs for your application writing sample as well as AC.
PLEASE NOTE: Due to the nature of November's plot, character arrival prompts are unavailable in this month's Test Drive. Throughout each prompt, all characters will very clearly feel as though they are still stuck in a dream, and are working on a way to get out.
CW: Body horror (growth/shrinking), implied drugging, violence via swords and bludgeoning
Don't forget to tag content whenever necessary. Have fun!
BEGIN AT THE BEGINNING

You're almost convinced you're never going to find the end of this hallway, until you start to see a pinprick of light in the distance. Maybe you even pick up your pace when you start to see it. Regardless of whether you keep at an even walk or you sprint towards the light, you eventually get to the end of the hall. The ceiling has stretched up way out of sight at some point, but there's still a light shining down from somewhere, casting a large spotlight on the only two objects in the room: a fairly large dollhouse on the floor and a table with a cup filled with what looks like punch and a plate with a piece of cake on it. There's a sign, neatly handwritten in black ink: EAT ME! DRINK ME! At least it's to the point.
You can choose to ignore that sign, but as you observe the dollhouse, or the hall you're trapped in, there are two things that might persuade you into realizing it's your only option: 1) There's no door at the end of this hall in order to let you out of it, which means you're still as trapped as you were at the start. And 2) There is a door on the front of the dollhouse and if you squint, you can see a tiiiiiiny key stuck in the lock.
This all might be looking familiar to a fortunate few.
Eventually, you'll have to cave, or end up sitting there forever. Whether you choose the cake or the cup, the moment you swallow, you'll start to feel an uncomfortable ache through your whole body. Soon you can start to feel your bones caving in on themselves, your muscles tightening and shrinking, and your whole body might even start to feel like it's about to implode. It's agonizing - worthy of a scream or two as the magic works through your body, and you see the world starting to become bigger and bigger...
And all at once, it stops. The dollhouse now looks as big as a real house and that key? Is just the right size for your hand. You turn the key, push open the door, and enter into a grand foyer, brightly lit and covered in flowers and ribbons. On top of that? You're no longer alone - someone is in the room with you and they seem to have been stuck waiting for someone to help them explore the house.
TAKE SOME MORE TEA

There is, however, several place settings, several tea cups, and several tea pots. Your favorite treats are stacked high on the plates in front of you, smelling so fresh your mouth is watering already. It seems like a feast just for the two of you and your stomachs are starting to growl. Maybe sitting for a little while to rest and eat wouldn't be so bad, right? You notice name cards in front of each place setting and eventually, you find your own names, neatly printed in bold lettering. It's best to take a seat if you're going to dig in.
As you start to pile food onto your plate, you notice there's a card between the two of you, with a fun riddle printed out for you to solve:
as big as a whale.
I'll approach like a breeze,
but can come like a gale.
By some I get hit,
but all have shown fear.
I'll dance to the music,
though I can't hear.
Of names I have many,
Of names I have one.
I'm as slow as a snail,
but from me you can't run.
What am I?
It might seem like fun and games, but you'll find that as you eat, your mind is getting a little foggier, and the words are blurry and harder to understand. You think it's time to go and you get up from your seat to do just that, but the door you came through - the only door in the room - is locked.
Chances are that riddle is your only means to get that door open. When you finally do solve it, a bright light will appear, and you'll need to stand in front of it, lining your shadow up with the handle, and miming turning it in order to get the door to open itself.
OFF WITH THEIR HEADS

Once you each settle into your chosen square, the game begins. It seems pretty tame at first - pawns moving to various pawns, and maybe one of you is taking charge and shouting for where each piece should go next. Best left to the Knight, likely, considering the strategy needed for that particular piece. And all is well and good and fun - until the first piece gets taken. Or, rather, not so much taken, as suddenly smashed to pieces by their opposition.
It doesn't take long to realize the same will happen to you if either of you are captured by your enemies. You have to rethink now, figure out the best strategy to not only win the game, but to make sure that neither of you ends up dead on the way there. You see the other Knight has a giant sword, one that seems to slice through the marble pieces around you like they're made of butter.
If you fail, you can try and dodge the blast, and you could also choose to run from the start; but there's a high chance the pieces will begin to revolt and come after you. You can either play the game or try and fight your way to the door. An interesting dilemma, considering that you're unarmed.
I AM NOT MYSELF, YOU SEE

Some of these rooms may hold memories playing out like strangely made stop-animation films; clay versions of yourself and anyone who was in the memory with you, mocked up to put your deepest secrets or your happiest moments into a visual reality. Other rooms may hold objects that relate to your very being - either physical items from home that were exceptionally important to you or metaphorical symbols of who you are as a person. A heart for loving, a stuffed lion (or a real lion, though you'd better hope it's friendly) for courage... All those stereotypical links people have created to show who they are over time.
There's no choice but to keep searching these rooms, though, learning more about yourself and your companion than either of you probably ever wanted to know - because eventually, one of those rooms? Is your ticket out. You'll know when you see it. A giant mirror will be leaning against the wall, the image fuzzy and rippled and not at all the reflection of the room around it. If you put your hand to it, it will sink right through. So long as you don't shy away in fear, you've finally found the end to this dream - or nightmare, as the case may be for some.
no subject
[Bones tell a tale on their own. Artists have been able to reconstruct whole faces from an intact skull. Doug's powers let him read the shape of these, see the form it would have left behind. Not that this helps much. He doesn't find one mouse any more familiar than the next.]
If we're still on the Alice and Wonderland theme, there were two mice in the book of any importance. One she met in the sea of her own tears, the other is the dormouse from the mad tea party.
[He turns to the other mutant with a shrug.]
I've read the book. Puzzles are a code, a language. Language is my specialty so my powers use that knowledge from my memory. In any case, both mice told stories. She would have met the dormouse after the cheshire cat if we're going in order, but order might not matter.
no subject
[Jean-Paul considers the mouse skeleton.]
What stories do they tell?
no subject
The dormouse tells a story about three girls who live in a treacle well, eat nothing but treacle, and draw pictures of things beginning with M.
[It's a decent amount to work with in either case, and it may only take the slightest additional discovery to figure out which mouse this is supposed to be - if either. If he has to go into other fairy tales they could be here all day.]
no subject
Hn.
[Jean-Paul gives the rest of the room a cursory glance, but sees nothing much of interest. Back in the hall, he studies the ceiling. There is indeed another hatch, this one with a small keyhole.]
Hn. Guess we need a key. ...should we look for M things? Maybe that's where they hid it?
no subject
[Doug hadn't been around for that particular incident, but there are very few records he can't gain access to if he wants.]
"Mouse" itself starts with M, as does mousetrap. Manor, manners, mirror, mirage, micro, memory, many, music, musical, melody, missing, morbid, monopoly, mystery, maintenance, malevolence...
[He can keep going. And he might, if he isn't stopped.]
no subject
...mirror? Isn't that the second book? Through the looking glass? There was one over the sink in the bathroom, maybe it opens up?
[He's already headed back that way, because speedsters aren't known for their patience. In the bathroom (with a very useless toilet) Jean-Paul studies the plastic mirror over the sink.
He hits it and that does nothing. He studies it, frowning, and then inspects the edges.]
Ah!
[He grabs one edge of the plastic film that is the mirror and peels it. Underneath is a drawing of the Dormouse done in the style of John Tenniel. Underneath it someone has written "mousetraps, memory, muchness."]
...Okay. Well. The mouse theme continues. Did this asshole of a character do anyt'ing besides sleep?
no subject
[He's way past feeling ridiculous at this point. They're wandering a doll house looking for Alice in Wonderland related clues just to get out. Though it feels far too real to be a dream it's a lot easier to put aside any sense of embarrassment when one can attribute everything to dream logic.
He holds out a hand for the note so he can look it over himself.]
He didn't like the fact that Alice grew large. I still have that cake downstairs unless the house has up and eaten it. Don't know if that will actually work. The riddle seems to be contained in this house so far.
no subject
[He hands the note over.]
May as well check downstairs anyway, since there isn't much up here.
[Once downstairs Jean-Paul goes to the kitchen and pokes around.]
There's a nice tea set in the cupboard but no treacle.
no subject
[He had mentioned the tea party, hadn't he? He's sure he did, though he hadn't gone into detail. Doug had assumed that his participation in that part of the story was common knowledge, but perhaps he shouldn't have.]
He winds up in it in basically any retelling. In the book he has his head dunked in it by the Mad Hatter and the March Hare.
[It's possible he's been overthinking things. This sort of riddle isn't always something his abilities can help him solve immediately, and the fact that it's a dream doesn't always work in his favor.]
no subject
[Yeah, maybe if he were stuck in a dollhouse with Beast or Xavier they would have followed the train of logic. But Doug is sadly stuck in this position with a true jock.
He goes back into the cupboard and lifts the lid on the teapot. He turns the pot upside down and shakes it, eyebrows raising when a small silver key falls out onto the counter.]
Wow. You're good at this.
no subject
[He's got to be able to provide something to the group if he doesn't have the same physical skills as the rest of them. Doug does well in combat under very specific conditions, because being able to tell what someone is going to do next won't always help him avoid the damage.
Unless he's paired with someone like Warlock. Then he's cool.]
Now where's a door we haven't unlocked yet?