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o Mock Turtle: Some beautiful soup for the faint of heart.
oo Cheshire Cat: Will show you that we're all mad here and paint pretty pictures for your mind. Watch out for the fangs.
ooo White Rabbit: A pick-me-up for the unpunctual.
oooo The Duchess: Our specialty. You don't need to sneeze to get hammered by this bitch.
ooooo The Jabberwock: Hast thou been slain by the Jabberwock?
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Club Wonderland Drink Rules:
All effects last for one scene only, unless character specifically tries to get trashed for the whole night
All negative traits gained from drinking are stackable
If more than 5 of a single negative trait are gained, the character is reduced to the near-incapacitation "So Fucked Up" health level.
Any physical damage taken from these drinks is soakable with Fortitude or a 100% cloth bar towel
The Huge Size and Efficient Digestion merits can be used to negate the effects of two negative traits each, but only once per night
One point of the Shot-Taking ability can be expended to entirely negate all effects of a drink
Someone else can expend one level of the Medicine ability and 10 minutes of attention to nurse you back to sobriety
If more than one negative trait is gained from drinking a single glass, the character's Courage rating is raised by one-half and the character's Drive and Etiquette abilities are reduced by one for as long as those negative traits remain. Willpower can be used to negate a maximum of nine negative traits gained from drinking and any ability loss, but doing so also negates any Courage that had previously been raised.
Club Wonderland House Drinks:
All drinks are made from a large glass of blood...
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Mock Turtle: ...with a bit of wine mixed in. No test is necessary, intoxication is very unlikely.
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Cheshire Cat: ...taken from someone on LSD, mixed with three shots of vodka and a half-shot of Dave's Insanity Sauce.
| First glass: |
First test: Gain Oblivious (from hallucination) on a loss
Second test: Gain Lethargic on a loss
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Second glass:
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First test: Gain Oblivious (from hallucination) on a tie
Second test: Gain Lethargic on a tie
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Third or more glass:
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No test is necessary. Drinker gains Oblivious x2 and Lethargic
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A Cheshire Cat can only raise a character's Courage 1 point above normal.
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White Rabbit: ...taken from someone on speed, mixed with tequila and served with a twist of lime.
| First glass: |
First test: Gain Impatient on a loss
Second test: Gain Obnoxious on a loss
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Second glass:
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First test: Gain Impatient on a tie
Second test: Gain Obnoxious on a tie
Third test: Gain Clumsy on a tie
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Third or more glass:
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No test is necessary. Drinker gains Impatient x2, Obnoxious, and Clumsy.
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A White Rabbit can only raise a character's Courage 1.5 points above normal.
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The Duchess: ...taken from someone on heroin, mixed with four shots of everclear.
| First glass: |
Test:
Win: Gain Lethargic x2 and Clumsy x2
Tie: Gain the above, plus Witless, Tactless, Oblivious
Loss: Gain all of the above, plus Shortsighted, Forgetful, Gullible, and one level of bashing damage. Ouch.
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Second or more glass:
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No test, all negatives and one level of bashing damage are gained
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The Duchess can only raise a character's Courage 2.5 points above normal.
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The Jabberwock: ...from an unknown source, with unknown additives.
Upon drinking a single glass, a Rötschreck test is made versus 4.5 traits. On a win, the drink is swallowed and the character takes one level of lethal damage. On a tie, the drink is swallowed and the character takes two levels of lethal damage. On a loss, the drinker vomits up anything that may have been swallowed, along with an additional blood trait from his own pool, takes a level of lethal damage, and proceeds to go into Rötschreck. If the drink is swallowed, then for the rest of the scene:
The character is more strongly compelled to act in his nature
The character cannot walk effectively
The character cannot speak a coherent sentence without expending a mental trait, in which case he can only speak briefly in his native language
The character's Conscience/Conviction goes down by 0.5
The character's Courage goes up by 1.5
The character's Self-Control/Instinct goes down by 0.5
Physical tests are required for mundane coordination (actions like writing, typing, dialing a phone, finding the trigger on a gun, etc.)
The character loses all ties on physical tests
The character loses all ties on social tests
The character loses all Drive, Dodge, Etiquette, and Stealth abilities
The character takes no wound penalties and may find it difficult to determine if he/she has been injured
The character effectively gains Heightened Senses (for all senses, which cannot be turned off) and one level of Awareness
If the character practices the Thaumaturgical path of Vine of Dionysus, he/she gets 5 bonus traits (Jabberwocked) for use with those powers and 3 bonus traits in all other tests
The character has to win a mental test versus 11 traits, bidding Attentive, Discerning, Observant, or Reflective to remember anything that happened while under the effects of The Jabberwock. Retests are made with the Investigation ability or Willpower. This test cannot be made if the character is Forgetful. Forgetful Mind can be used to uncover Jabberwocked memories for the person using the power and the drinker, but use of this power results in the user becoming mildly, but noticeably intoxicated for five minutes. The same effects take place when someone establishes a telepathic link with someone still under the temporary effects of The Jabberwock. This memory lapse cannot be negated with any of the following.
Any number of other positive and negative effects can be gained from The Jabberwock at storyteller/bartender discretion, but nothing permanently detrimental can happen from drinking The Jabberwock. At most, a derangement might be gained for a month from drinking several glasses.
Each of these can be used to negate one of the above effects of The Jabberwock:
Any level of Fortitude (therefore, Aegis allows you to negate 5 effects)
Intermediate Protean (therefore, Mist Form allows you to negate only 1 effect)
An expended Willpower point
Someone else can spend 10 minutes with you and one level of the Medicine ability
Huge Size or Efficient Digestion, while expending 5 mental or 5 physical traits
The shot-taking ability can be expended to negate the effects of The Jabberwock, like all other drinks, but a single Willpower point must also be expended in the same turn.
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Example
Darby wants to try The Jabberwock. He orders a glass and tips it back. "BWAAA HA HA ARRRGGHH!!!" he screams, having lost a trait of blood, taken a level of lethal damage, and gone into Rötschreck. Darby only has a Courage rating of 2, you see. He's a lightweight. Next scene, he reenters the club, having composed himself and gotten a change of pants. He orders a Mock Turtle to begin his night of feeble attempts to drink Borachio under the table. Darby smugly chugs it and sets it back down on the table, smirking at the other patrons of the club. Borachio forgoes explaining to Darby that the Mock Turtle is just Boone's Farm peach wine watered down with dishwater. Darby next moves up to the Cheshire Cat. He almost loses his cool when the half-shot of Dave's Insanity Sauce kicks in, but he keeps it back. He makes his first test and loses, gaining the Oblivious trait. He makes his second test and ties, avoiding the Lethargic trait. Feeling pretty confident, he drinks a second glass. On his first test, he ties, gaining a second Oblivious trait. On his second test, he wins, again avoiding the Lethargic trait. He's still intimidated by the drinks to come, so he braves another draught of Cheshire Cat, automatically gaining an additional Oblivious x2 and Lethargic. Since he has now gained more than one negative trait from a single glass, his Courage rating goes up by a half-point to 2.5. His courage rating didn't increase before, because the first two glasses that he drank only gave him a single negative trait each. He was able to control himself enough to avoid the negative effects, so the positive effects escaped him too.
Effects so far: Gained Oblivious x4 (hallucinating) and Lethargic, raised Courage to 2.5
Darby orders three White Rabbits and chugs them. He escapes the effects of the first glass with some lucky tests, he gains Obnoxious and Clumsy from the second glass, and he gains the automatic Impatient x2, Obnoxious, and Clumsy from the third glass. Since he drank two glasses that each gave him more than one negative trait (his second and third glasses of White Rabbit), his Courage incremented by a half-point twice, putting him now at Courage of 3.5.
Effects so far: Gained Oblivious x4 (hallucinating), Lethargic, Impatient x2, Obnoxious x2, Clumsy x2, and raised Courage to 3.5
Darby still isn't ready for The Jabberwock. He orders the daunting "Duchess". Sadly, he loses the test.
Effects so far: Gained Oblivious x5 (hallucinating), Lethargic x3, Impatient x2, Obnoxious x2, Clumsy x4, Witless, Tactless, Shortsighted, Forgetful, Gullible, took one level of bashing damage, and raised Courage to 4
(That's 21 negative traits, Club Wonderland's lucky number!)
Darby is resembling a smelly, convulsive slug with six o'clock shadow right about now and he's convinced that Joseph Stalin is riding a plaid dolphin through the underwater world of the original Super Mario Bros. game right in front of him. He can't win the Courage test to swallow The Jabberwock without raising his Courage half a point more, but he can't take any more negative traits. Since he's fortunate enough to both have Huge Size and Efficient Digestion, he calls on both to negate four of his traits (3 Oblivious and 1 Clumsy, bringing the total down to 17. He could blow a Willpower point to completely regain his composure, but then his Courage rating will drop back down to two. He wants to drink something tame like a Cheshire Cat to boost his Courage that tiny bit further, but the Cheshire Cat can only raise his Courage 1 point above his normal rating (3). The Duchess is the only thing that can raise his Courage 2.5 points above normal, just high enough to stomach the legendary drink. With amazing conviction, Darby somehow grasps a second Duchess and pours its contents into his liquor-soaked gullet. Tragically, he again loses his test.
Effects so far: Gained Oblivious x3 (hallucinating), Lethargic x5, Impatient x2, Obnoxious x2, Clumsy x5, Witless x2, Tactless x2, Shortsighted x2, Forgetful x2, Gullible x2, took two levels of bashing damage, and raised Courage to 4.5
Any more negative traits and Darby might fall victim to the dreaded "So Fucked Up" state! Fortunately, he can now test his luck against The Jabberwock, having now the necessary Courage rating. Darby slams back the sparkling purple glass.
All of that happened a year ago today. That's why Darby is the way that he is now, and the way that he will forever be.
FEAR THE JABBERWOCK!
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