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AUGUST 2019 TEST DRIVE MEME
AUGUST 2019 TEST DRIVE MEME
Welcome to August's Test Drive Meme! This month's Test Drive's theme is: DYSTOPIAN HORROR.
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.
CW: Physical violence, monster violence, creepy ogre-like monster in link, being hunted by a monster.
Don't forget to tag content whenever necessary. Have fun!
BLOOD IN MY VEINS

But no one wants to train against a townsperson - it’s highly likely they’re not going to fight fair with the way they’re all glaring at the Sleepers, as though they’re to blame for everything that’s been going on. Unless you’re sparring with people in your own backyard though, it seems like there isn’t any space to get your own training in.
The Betties are starting to pop up around town pretty regularly, waiting until they find Sleepers on their own, and quietly waving for them to come closer. “You need to prepare,” they’ll whisper to you in hushed urgency, before grabbing your hand to try and get you to follow them. If you fight, they’ll insist only once more, before leaving you alone. But there’s something inside of you urging you to comply and follow.
They’ll lead you down an alley, pushing aside a large dumpster, and revealing a trap door in the middle of the concrete. You’ve never noticed it before, even if you’ve been down this alley a hundred times. The Betty leading you leans down, pulling it open, and the ladder that goes into the tunnel is long and dimly lit. You could leave now, but the Betty will insist this is for the best.
“Knock twice. No more or less. Show them what you’re made of.”
Once you get to the bottom of the ladder, there’s an equally long hallway that leads towards a closed metal door. You knock twice and the door shakes before sliding open. The light that comes through is almost blinding with how bright it is compared to the dim tunnel, but as your eyes adjust, you can finally step in to a fully stocked training room.
There are instructors in basics for beginners, areas for intermediate, and most abundantly there are one-on-one sparring areas. The moment you come close enough, you’ll be immediately paired with another Sleeper, and the two of you will be locked in the room together to be observed. You could choose to not fight, of course, but you’ll be stuck there for a good long while if you do. It might be best to just get it over and done with.
So feel free to help others who seem to be struggling or show off your strength for everyone to see. It looks like everyone is going to need to be ready for some kind of fight.
I AM THE GREAT UNKNOWN

It doesn’t take you long to realize you aren’t the only one waking up, too. Someone is next to you and it seems like you’re stuck finding your way out of here together. Literally. On each of your wrists is a metal cuff with a long chain connecting them. It can’t be broken, no matter how strong a person is or how powerful a weapon or spell they try to use against it. You’re in this together whether you want to be or not.
Once you can pick a direction to head in, it seems like this might almost be boring - that is until you start to hear the sounds of rustling leaves and breaking twigs. At first it seems like it might just be a trick to spook you, but the more you ignore it, the louder it gets, until finally you see it, charging down the row at you, scythe raised and ready to strike.
You can try to fight, of course, but it’s hard when you’re chained to one another. Learn to work together quickly and maybe you can make it work. It seems to go down with normal attacks, though it takes a long time to get the creature to fall unless you cut off the head. Ultimately your best interest might be set in running as fast as you can to get away. You can lose it in the maze if you’re quick about it. But then you might also be lost yourself.
If you do manage to lose the monster rather than killing it, stay quiet and you might not attract its attention again. It may take a while to find the end of the maze. The hedges feel like they stretch on forever and the sun is blaring down. You’d think there would be shade with all the height of the bushes, but there’s no relief from the heat. Hopefully you don’t burn easy.
When you get to the end of the maze, the two of you will come up on three doors. One door will lead out of the maze and back into the center of Deerington, cuff free. Another door will lead you right back to the beginning, forcing you to start again. And what’s behind door number three...?
The monster, of course.
Choose wisely.
Character Arrival
You can read how all characters arrive in Deerington here.There is not a collective "all these characters showed up at the exact same moment" occurrence in Deerington. Since characters fall asleep, die, or pass out at various times throughout all their worlds, it wouldn't make too much sense if they arrived in game all at the exact same time. There should be some discrepancy between character arrival, whether by a couple minutes, hours, or even days up to a week.
The players are entirely in control of how/when they want to play their characters arriving in Deerington. For TDMs, you can play it like your character has just arrived and that can be maintained as your game canon, or you can wait until game events for that moment. Or you don't need to acknowledge it at all. The flexibility for character allows a bit more of an organic feel to the character arrival situation, so please play it to whatever feels right for you.
If you are interested in having an "arrival" introduction for one of your TDM prompts, you are more than welcome to explore that option.
no subject
The only thing that cures Logan of his vacant expression is when they take it all the way back to the alphabet. Logan's eyes light up a little bit. “Oh yeah. Yeah yeah,” he nods repeatedly as it all comes back to him too quickly to know what to parse first, but eventually he’s staggering through the alphabet with his hands. It’s certainly not fast. It's not even all that accurate on the first go around as he stumbles over similar hand shapes that leave him squinting at his quiet companion for direction.
“Not great but. Give me some fuckin’ credit here. I feel like it's been at least 50 years.”
no subject
It's a lot to work with after all. He points to himself, and for a second a sign stalls on his fingers. The moniker is easy for several reasons: it's a single sign, firstly. But more than that, it's a comfortable place to dress himself into. The persona he's worn for many years. Even with Fargo disbanded, his partner dead, and everyone who ever knew him lost to the wind, Wrench has held onto it as the power that carried him through. But it's been a long time since he's had reason to refer to himself as anything now.
Fingerspelling is the starting point, and it's the easiest way to demonstrate what he's asking. Wrench considers it and points to himself again before shaping slowly and intentionally: W-E-S. He points at the man then quizzically and signs again, Name?
no subject
A moment hangs between them as Logan realizes that wide eyed look is a question levied at him. He watches the sign again and it finally clicks. “Me? My name? This is name?” He repeats the sign knocking both pairs of fingers together on the perpendicular. “Jim. J-I…M,” he tries that again when the J and I feel clumsy one after the other, but eventually he gives up and scratches it into the dirt before they make another right.
“For fuck sake how big is this place….”
no subject
Despite the clumsy fingers, Wrench nods at the man's efforts, and then again with greater acknowledgement to see it scrawled in the ground underfoot. It's not the most illuminating answer to the endless list of questions that come to mind, but at least it feels humane to know it. He trudges on, paying more of his attention to the perfectly-manicured hedges that surround them and the angle of the sun with every new turn they take. It's a tedious method, but thorough, and Wrench finds a new wave of relief every new corner they turn to an expanse of greenery.
The longer he has to dwell over it the more he finds the persistent sting in his arm a source of frustration. Wrench is sure all of this must be a dream, but he simply can't find the formula to wake himself back up. As if on cue, a glimmer of something ahead catches in the sunlight, and Wrench stalls. It takes a minute for his eyes to focus over the glare, but he rattles the chain between them for Jim's attention and points it out at the end of the row.
no subject
The doors Wes points out, don’t look like doors from this angle. But after a slow lap around they don’t look much like they lead anywhere either.
Choices never feel like a good thing around here, he’s come to learn. So he turns the decision over to Wes with a lazy gesture towards all three options.
“Well, bub. Take your pick.”
no subject
Wrench frowns at the trio of frames and hinges and takes the time to cast his gaze over each one in turn. If there's no physical indication of what to choose, perhaps he's hoping for something in his intuition to rouse him. Grady would have some idea of what to do; he's sure of that. What had his partner called it? A paradox named after some post-Golden Age television host. He can almost feel Grady shaking his head. Not a paradox, but a matter of fact and statistics. Anyway, you'd have to open one door to choose the second, and Wrench doubts he'll get that chance here.
Losing and gaining must be two sides of the same coin. The outcome is as unpredictable as that toss, but he steels himself and turns the knob on the door closest to them. Wrench thrusts it open as he pulls back, ensuring some distance between them and whatever waits them. But all is still, and he frowns disbelievingly at the image on the other side of that door frame: the shape of the town that's grown infuriatingly familiar.