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SEPTEMBER 2019 TEST DRIVE MEME
SEPTEMBER 2019 TEST DRIVE MEME
Welcome to September's Test Drive Meme! This month's Test Drive's theme is: CHAOS.
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: Torture (emotional and possibly physical), claustrophobia, potential weapon violence (guns, knives, spears, flamethrowers, etc.), possible body horror, emotional manipulation, emojis
Don't forget to tag content whenever necessary. Have fun!
DICE BLOCK

But you aren't alone! With you are other unfortunate souls who hopefully weren't just looking for a quick bathroom break. Some of them might look a little worse for wear. What happened? Well, looks like you may have to ask later, because you'll only really have time to exchange names if you don't already know one another before a large screen you didn't notice was hanging from the ceiling will light up. There's a giant image of a typical six-sided game die that's completely stationary. For the moment. Shortly after, a voice will come on over the speakers, echoing in the otherwise fairly empty room. It's overly cheerful, grating, and giggles at the end of every sentence.
Would you like to hear the rules?
Okay!
Each player will take a turn rolling their die.
You can then move the number of spaces shown — but only those spaces!
You can move forward, backward, right, and left, but not diagonally!
Each space will have a symbol.
The spaces with a clover are lucky spaces! Congratulations! You'll gain some fortune, whether it's an extra turn, moving ahead more spaces, or gaining an important item you can take with you on your journey!
The spaces with the skull are unlucky spaces! Boooooo, that's too bad! You'll befall some grave misfortune here. Hopefully it won't set you back too badly! Make sure to avoid these at all costs!
The spaces with a chest are item spaces! Here you'll be able to win prizes, like medical supplies or weapons! Maybe even a small something from home! Wouldn't that be nice?
Your goal is to make it to the end alive! Good luck! And remember to have lots of fun!
The first player's name will pop up on the screen, before the die will begin to randomly blink between numbers. Eventually it will land on a number. Once the player moves forward and lands on their space, it will repeat for the second player. This will go on until one (or both players) reach the end!
When they said to make sure to not land on an unlucky space, they certainly weren't kidding. Each one seems to come with some sort of random punishment or horror; it can be as light as having to move back a few spaces or go back to the start, or as heavy as breaking a random bone or feeling a blade slice open your skin. Maybe you'll start to slowly turn into a monster or become filled with the desire to kill your opponent. Anything can happen, but it's always going to be bad.
Players who reach the end will be able to go through the door and end up back wherever it was they were intending to go in the first place. Players who lose? Well... It's back to the beginning for you. Time to wait for the next player. Better luck next time.
DANCE DANCE

Two players only, and you'll have to work together! It's a team dance and you'll want to encourage each other to stay perfectly in sync. The doors won't open until you finish, and should you mess up? Well, look up, friend!
The ceiling is covered in sharp, painful looking spikes and every time someone misses a beat or steps on the wrong arrow, the ceiling will drop down a foot. It's pretty high up there, but miss more than three arrows and you're gonna start to really feel the pressure. The spikes are looking a lot bigger and more ominous than they did when they were all the way at the top. Hopefully you've got some good rhythm.
But this is a good lesson in teamwork! Even the worst dancers might be able to get out of here okay if they've got someone who they can work together with. Maybe their perfect scores will make up for your two left feet. You can only hope you're both so lucky.
THAT'S NOT A "MEH" FACE!

The message you've gotten is pretty simple though! Each person has received a text message with one emoji inside. No rhyme or reason applied! That's... random, isn't it? You can try to text back, but no one will answer, and so you might as well just close your device and forget about it.
Every person who received a text will find that their personality starts to shift. They begin to take on some aspect that's tied to the emoji they received. Did you get a simple smiley face? You're happy and relaxed for the time being! Or maybe a silly face will lead you to become more of a prankster. An eggplant could have someone feeling like sexting a Special Someone. An angry face might get you really riled up, even towards people you love. Did you get a knife? Time to start stabbing. A gun? Those people around you look like really good target practice...
The options are endless. Each emojis effects will last for twenty-four hours or until another emoji is sent from the same user.
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.
lmk if you want me to change anything!
Credence looks up at the names suspended there, his own highlighted. There doesn't seem to be any way out of the game. The last "game" he'd played was in the Dome, and that had been awful. Maybe they could get lucky, and this would be...somewhat less awful. Maybe. ]
We should both try to leave.
[ Credence is overly cautious, and not exactly generous by nature, having never had that modelled for him to learn from. But he doesn't want the town to trap someone in some horror show if they haven't done anything to him. Even if he'd realised Theseus was an auror, one of the wizards chasing him and going against Grindelwald, it probably wouldn't have changed his mind.
The board stretches in front of them. There are a few branching path options, though Credence can't really make out what's waiting for them.
Since Theseus had tried to escape, the game gives Credence the first official roll. The die is an image in the sky, not a physical thing in his hand, so the computer or magic or whatever it is simulates the roll. Credence watches as it comes to a stop on the side with three dots.
That's three spaces. Credence doesn't move immediately, because he's really not sure about this whole thing, but in the end he finds himself moving anyway, not of his own volition. The space he lands on is, thankfully, a clover space. A chime sounds, digital and far away. He looks up at the screen, which flashes MOVE AHEAD in bright letters.
He slides two more spaces ahead. The effects of the spaces don't seem to stack, so nothing else happens. He turns back to Theseus, eyebrows knit together. ]
looks good to me!
[He decides to not mention his concern about the game suddenly resolving once one of them reaches the end. Theseus only knows some parts of Credence's past, basic details before the boy found himself involved with the most dangerous dark wizard of the modern day, but it still seems like a horrid idea to bring it up. Theseus wants him to focus on making it out without any large mishaps.
He's the one that's been trained for awful situations, it's about time to live up to that sort of role.
Theseus watches as Credence lands on a safe spot, but there's not much time for him to be relieved-- not when it's his turn next. He nods at Credence when he looks back at him, trying to exude an air of calm.]
Keep your eyes ahead, kid.
[The dice on top spins and rolls, finally landing on a ten, causing the Auror to frown lightly. What an odd numbered die, and he's quite certain now that the numbers change with each roll. But there's not much time for him to stall, and he finds himself walking forward, choosing to take a path that looks a little more out of the way.
Perhaps it's a good thing, because there's a couple more 'good spots' in this direction, and he lands on an item space. Theseus looks up to see the screen flashing 'CONGRATULATIONS' before a roll of medical tape pops up in front of him.
Almost a little too convenient, but he's not going to complain.]