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Sodder ([personal profile] sodder) wrote in [community profile] soddersays2020-04-24 09:40 pm
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MAY 2020 TEST DRIVE MEME




MAY 2020 TEST DRIVE MEME









Welcome to May's Test Drive Meme! This month's Test Drive's theme is: DARK FANTASY 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: Heightened mental health issues (anxiety & paranoia), auditory hallucinations, option for visions of canon death and violence, child death, corpses, possession.
Don't forget to tag content whenever necessary. Have fun!











DEATH'S EYE


Desperation and anxiety are things that come easily in a place like Deerington, but lately it seems like it's being felt in waves. Maybe you're feeling more desperate to get home, maybe you're afraid of what will happen when you do leave here, or maybe you're dreading what the month to come has in store for you. Some people might just start to feel anxious and terrified with no real reason behind it. The worries are plaguing your thoughts, leaving you unable to trust those around you. You keep seeing visions in your dreams of violent wars, senseless murders, and all of it seems to end with a stand in the middle of the woods with a single glass orb.

There's no rationality for it, but eventually, you'll feel compelled to find the orb. You'll find that when you leave the house to go somewhere, you'll forget where you were headed, only to end up at the edge of the forest. Sometimes you might sleepwalk and wake up in the dirt by the trees. If you decide to fight it and keep leaving, you will grow more and more paranoid, isolated, and violently aggressive to those around you. If you can wait out a full week, you might find the anxiety starts to ease, and slowly over the course of five days, you will begin to return to normal.

If you don't fight it and head into the woods, you will feel pulled to follow a long and winding path through the woods. There are multiple branches off of the path, but you won't feel compelled to go down them. Keep heading straight. Another personal will eventually stumble down the path you're on as well and the two of you will walk together through the woods.

Eventually you'll find a clearing. It's the same clearing from your dream with the same orb displayed in front of you. One or both characters will hear whispering throughout the clearing that grows more intense the closer you get to the orb. They're urging you to touch it, to free yourself from the pain you've been feeling for days on end. The strong can fight it, but most characters will be too weak from the lack of sleep and the constant fear to refuse to give in.

If you do fight it, you can leave the clearing, but the same anxiety and paranoia cycles will follow you for another full week before it begins to ease. If you don't fight it and you touch the orb, you will be filled with a blinding pain that runs through your entire body. There will be a quick and heavy sequence of images that runs through your mind; they will be images of the most traumatic experiences that your companion has ever faced and you will feel as though you were experiencing every moment first hand.

When you break free, the anxiety and paranoia will be gone and you'll be back to yourself. It seems you two will have a lot to talk about on the walk home.

Note: It does not have to be just one character who touches the orb. Both characters are welcome to.


NOW YOU SEE ME


The first few signs you're being haunted are easy to miss. Maybe you think you just misplaced your keys or put that book you were reading down on a different counter than where you find it. Things get a little harder to ignore when random objects start to fall off shelves or glasses shatter without any warning. Eventually there's no denying you've got a full fledged poltergeist on your hands; the walls will shake and screams will echo in your head that you can't block out no matter how tightly you cover your ears. Lights will flicker and bulbs will eventually blow from the power surges. Objects that fly across the room will barely miss your head— some might not even miss at all.

If you know any tricks for getting rid of angry spirits, none of them will work. Trying them seems to only make the spirit angrier. If you try too many times to get rid of the spirit, it will eventually possess you, filling you with a blind and violent rage that can make you attack even your closest of friends. The possession will last for one full hour and once the spirit leaves you, you'll feel completely drained for the rest of the day.

But there's hope! In your blessing's basket, your character will find one-half of an antler wreath. The trick is to find the person with the other half. Each wreath will have a unique set of flowers on them and you will have to find the person who has the flowers that match your own. Both of you will have been being haunted by the same ghost, it seems; they were a busy little poltergeist.

Once the two halves of the wreath are connected, it will begin to glow, before a faint wisp of light starts to travel a path in front of you both. If you follow the path of light, it will take you through the town, down the roads, through the playground at the elementary school, and eventually stopping near the edges of Koji Pond. Continuing to search will eventually lead to both character's stumbling on the body of a young child. Rest the wreath against them and the light will encompass the body, becoming blindingly bright, before disappearing altogether.

Both characters will be filled with a sense of peace afterward and will be safe from harm for a full twenty-four hours after the ceremony is complete.


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.
deathpending: (07.)

[personal profile] deathpending 2020-04-29 02:44 pm (UTC)(link)
His heart rate picks up, and it's like music to a hunter's ears — Jonathan's ears, nose, and eyes take in the beating heart, the pulse of the delicious nectar in this human's veins. He's discovered he can tell, which ones are human, which would be terribly exciting if it weren't accompanied by the hunger, the pull to draw fangs, to bite, to kill.

He would like to think he's done a very good job in surgery thus far, keeping his other nature concealed. So Jonathan checks him briefly for other illness, and finding none, is quite satisfied.

'Hardly,' he admits. 'I myself was drawn here, towards the end of the path. I would strongly advise you not to go down it, and I say this as a doctor.'
dark_ages: (ten)

[personal profile] dark_ages 2020-04-29 02:56 pm (UTC)(link)
There's not much Leonard can do in that respect. His heart's just gonna keep racing like that, and even if he knew what the guy was or that he could hear it, he still wouldn't be able to calm himself down. Hell, chances are that would just make him panic all the more.

"I'm a doctor too, and I can recognize paranoid delusions and panic attacks when I see them, even in myself," he grouses, frowning in a mix of anxiety and paranoia. He presses two fingers to his own neck, checking his pulse for a few good seconds. Great, it's getting worse somehow. "So what do you suggest? I sit around and wait 'til it goes away? If it goes away? Because I haven't slept in three days now and I gotta say, I just want this to end, goddamnit."
deathpending: (11.)

[personal profile] deathpending 2020-05-02 06:25 am (UTC)(link)
Generally why Jonathan tries not to frighten anyone. A difficult proposition, for one of his ah — bearing and nature, to now be a monster. His Hippocratic Oath still binds him, and though the urge is difficult to resist all of the time, fresh blood no longer makes him dizzy, he no longer has to try so very hard to keep it all locked away.

'Ah,' he says, brightly. 'A pleasure to meet a colleague.' But so very human. Jonathan had survived the orb, but his healing factor was very, very far above what a human's would be. And he no longer requires the same type of sleep as a human being.

'That I'm not certain. There was a nightmare waiting for me at the end of it... I don't imagine it'll be all that alluring for you either.'
dark_ages: (four)

[personal profile] dark_ages 2020-05-02 05:39 pm (UTC)(link)
"Feels like I'm trapped in a nightmare already, to tell you the truth," he says, flinching and turning with a startled wide-eyed look, glancing around them almost manically.

Shit. He's going crazy, he's sure now. Hearing noises, imagining things. That pull he feels is getting even stronger now, as though stopping halfway there is only making him feel worse. "I have to-- have to keep going. Sorry, I just can't stand this, it's drivin' me crazy."

Letting out a shuddered breath, he starts moving again, resuming his walk down the path.