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SEPTEMBER 2020 TEST DRIVE MEME
SEPTEMBER 2020 TEST DRIVE MEME
Welcome to September's Test Drive Meme! This month's Test Drive's theme is: CHILDREN/YOUNG ADULT 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: Evil dollhouses, potential body horror (turning into a doll), heights, pranks with the potential to cause harm, some stalking vibes
Don't forget to tag content whenever necessary. Have fun!
THE EVIL DOLLHOUSE

Through the clear panes (which also seem to be plastic), you will notice you do not see the town of Deerington, or even the outdoors at all. You see a living room that feels larger than life. There aren't any people in it, but as you look around at the fake looking furnishings and the strange view, you might be hit with a realization: you're inside a dollhouse.
The dollhouse has three floors for those who explore; the second floor you woke up on has two bedrooms and a fake little bathroom, all decorated in the same Victorian dollhouse style as the room you originally found yourself in. The bottom floor has a cute little kitchen with small porcelain dolls sitting around the table, a living room with all the basic furniture one would expect to find (in fact, it looks a great deal like the living room outside the windows), and an office filled with books that can't actually be pulled out of the shelves. On the very top floor is an attic. It's dusty and filled with broken toy beds and chairs, a few shattered doll pieces, and on the far wall you'll see another bookshelf. All seems... fairly standard, really, if you're used to seeing dollhouses.
But what there doesn't appear to be is an exit.
While searching, you may run into another Sleeper. A friend or a stranger, it's clear you're both stuck here together. And the longer the time ticks by, the more concerning things get. You might not notice at first, but anyone inside the dollhouse starts slowly... changing. It seems to go at a different pace for everyone, but the results are always the same. Your skin will start to become porcelain, your cheeks more rosy, your clothes made of cheaper cloth material, your joints become stiffer, and your eyes will start to become more and more glass like. If you don't get out of the dollhouse soon, it's clear that you may become the next doll at the kitchen table.
Searching the house again may feel fruitless, but keen observers may find light scratches on the floor in front of the bookshelf in the attic. Maybe they were like that because of someone moving things around or maybe there's a reason. If you decide to eventually pull the bookshelf aside, there will be a large door in the wall. It may seem strange, given that the wall only leads to the outside, but it's the only door to the outside that actually opens. You expect it to open up into the living room, but instead you'll see the grass of the park below. Far below. It's likely you could get hurt jumping, especially if you've started to turn to porcelain, but what other choice do you have?
Once characters take the plunge, they will find that they land rather softly in the grass, despite how high the jump may have seemed. As soon as you are out of the dollhouse, your body will have returned to complete normal.
And the house with the dollhouse in the living room will be nowhere in sight.
THOSE PESKY KIDS

A haunting seems plausible. It wouldn't be the first time in Deerington. But no amount of herbs burned, or exorcisms performed, or chants and spell cast will make these things go away. In fact, they seem to just becoming more and more frequent, and more and more intense. Eventually, the strange creatures you see running around may start to try and attack you. They may start to try and kill you. But they always run off before you can attack back or show yourself to be stronger than them. It's probably the first time the monsters have ever been so easily scared.
Anyone who looks into it further may start to find weird clues lying around after a monster has been chased off. Footprints that don't look quite monster-like, tapes or records that when played will make strange rattling sounds like the chains you've been hearing, a piece of rubber that looks a lot like the monsters skin... Huh. The more you follow the clues, the more they'll lead you towards the answer to your dilemmas; these aren't hauntings.
They're pranks.
People can work together to catch a monster or ghost (or killing it, if you decide to); catching them will lead to them getting quite flustered and angry, struggling to get away. Pull off the mask or the sheet and underneath you'll find... a very disgruntled townsperson. Maybe your business was taking too much money away from theirs and they were hoping you'd close down with enough scares, maybe you talked back to them one time and they were looking for revenge, maybe you ruined their house or garden when you were fighting the things in Deerington that actually try to kill you, or maybe they were just having some "harmless" fun; they all have a different excuse, but they're clearly angry about getting caught.
They woulda gotten away with it if it weren't for you pesky Sleepers, after all.
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.
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"Thanks," he says, appreciatively. "This one came with me. But I've been looking for more." Admittedly, he has strong feelings about designer suits, but even something that can be altered is better than no suit at all at this point in his life. "Although in this heat, something more casual or linen would be nice." He gestures to Jean-Paul's shirt. "Did you get that here in town?"
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"Suits are hard to get here," he says instead. "My good ones are all from home. There's not exactly an Armani in small town Maine. But you can sometimes find things to get tailored at Stacy's, and any time there's a really fancy event magic seems to provide wardrobe."
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"I'm not sure if pleases me to hear that. What do you mean by 'fancy event magic'? It seems obvious but... well, I'd like to know more anyway. Is this place really a dream?" Neal has been doing his research — he's the kind of guy that likes to be prepared — but some things still feel too unreal to be true.
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"Anyway. Parties happen. And it seems like when they do, you walk in and you're just... dressed. It's strange but you get used to it."
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"Speaking of parties," he says, hoping to change the subject, "Were you shopping for wine?" Not wanting to face the idea that Jean-Paul wouldn't lie about such things, that he might be right about the whole damn thing, he's intent on changing the subject to something more pleasant. "It's a bit rich for my blood at the moment, but I do give excellent recommendations."
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"Well, the selection here leaves something to be desired, but I'm sure we can find something," he says, smiling briefly before rubbing at his bristly chin. Much longer and it would be obvious he's got more grey in his beard than he'd let on.
"Red. This '48 Chateau Margaux would be— Well, better in fifty-some years, but considering the price, I'm guessing it's only a couple years old." He pulls it from the shelf, somewhat enamored by the thought. What a strange town. "Honestly, it's not going to get much better, so this is a good price."
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"You actually know what you're talking about," he marvels.
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"Speaking of art and wine, keep an eye out for a '47 Cheval. If you can find one around here, that's a real bargain. A perfect storm of mediocrity creating something divine. If you see two, pick me up one and I'll make it worth your while, monetarily speaking."
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"Nonsense, you're new. I am quite sure I could afford two bottles."
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"I was a teacher once or twice. And an art appraiser. And briefly a sommelier. Kind of a jack of all trades," he says, although he is actually holding back on some of the more boastful items on his curriculum vitae; revealing a history of making billions of dollars off of forged artwork seems only for very special occasions. Particularly since he's incredibly poor at the moment.
"What do you do?" Always curious, he's doubly so (pun intended) knowing this guy has his face and is likely much more well-known around town.
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"Here? I teach. At home? I'm..." What is he, he wonders? A superhero implies he saves the world, and that isn't right. "I suppose I'm a bit of a detective now."
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"What do you teach? Are you over at the college or the high school?" he asks. Honestly, if Jean-Paul allows it, Neal will talk like this all day, mingling in the alcohol aisle like this is his business. He's personable like that, not to mention fascinated more and more as he continues to observe this very direct copy of himself.
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He allows himself an ironic little smile. "LGBTQ-plus studies at college, sex ed at the high school. In a town that appears to be 90% bisexual, so that works out."
He lifts an eyebrow at Neal. "You are definitely younger than me," he says. "That's super annoying. Hn. Are you human?"
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"Yeah, I'm human. And I wasn't going to mention the age thing because I'm not a monster," Neal says, grinning. Of course he noticed. "If it helps, I'm pleased for myself if you're my future. You can't be much older."
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"You must work out, non?" As he looks Neal over critically.
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"We're not so far off, though. I'll be forty soon," he points out, hoping to soften the blow a bit.
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"Okay, so I could kick your ass easily. That does make me feel a little better," he says with an absolute lack of malice - he's just stating what he sees to be facts.
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"Oh, absolutely," he agrees, far more amused than a person admitting as much should be. He's pretty good in the boxing ring, he's excellent at fencing, he's even a crack shot with a gun, but at the end of the day, Neal Caffrey is much more a lover than a fighter. "You'll catch me running and hiding before spoiling for any kind of fight. I do employ a little muscle, though," he points out mysteriously. "Just in case." Of course, employ is not the right word here, but that's really not the point.
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Tact: he has none.
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"My alter egos are never lame," Neal boasts without further explanation offered. That much he can be certain about: From Nicholas Holden to Steve Tabernacle, they've all been particularly exceptional personas, each perfectly tailored to his needs at the time.
"Did you—? You didn't think I meant I was Superman or something, did you?" Although he could fit the part...
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Jean-Paul laughs. "Non. You're human, you even said so. I mean, there's a few nuts who do the whole superhero thing anyway, but that's pretty few and far between unless you're some sort of tech genius or whatever. You don't have the vibe." He smooths his crappy t-shirt over his chest. "But trust me, we look good in the spandex."
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"A few more than two alter egos, actually," Neal admits. He hasn't lost count — the number is high — but there's a certain security to keeping that information close to the chest. "Why? How many do you have?" He's assuming. He's fairly certain the number is more than none.
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"None. When I was in my twenties my identity was more of less secret for the sake of my career - I was an Olympian - but it all came out eventually. It's much easier to live as a public figure in most ways."
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"An alter ego isn't necessarily a secret identity — at least it wasn't used in that way until the modern scene. In fact, its origins relate to 'another self', psychologically speaking. Alter ego — 'other I' in the original Latin form — was referencing the part of a person they was generally separate from a waking, 'knowable' state. 'Capable, but unaware' is a good distillation of the idea behind it."
But he digresses.
"Mine weren't secret, but they were distinctive."
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