Wonderland - Jags
Wonderland - Jags
Wonderland - Jags
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Technique Modifiers<br />
-1 to the roll (possibly -2 for the right drugs). The Reflection is more mellow (and so<br />
You’re on antidepressants<br />
are you).<br />
Usually this sort of ensures that nothing goes really wrong so long as the watcher can<br />
keep tabs on the Reflection. The problem is that the Reflection doesn’t think anything is<br />
wrong with it. All of the drama about having an Episode evaporates as soon as it starts<br />
You have a “guide” or buddy and the Reflection, as far as he or she is concerned is fine. For randomization purposes<br />
watching over you<br />
the GM can give a -5 to the roll assuming the watcher can influence the Reflection.<br />
Otherwise a roll (say 12-) can be made: if successful there are Minor Complications. If<br />
missed then the Reflection ignores the minder’s suggestions and there’s a standard roll<br />
on the table.<br />
When you are truly afraid of being locked up, you might try something desperate like<br />
tying yourself to a bed or being locked in a closet. This can work a little, however:<br />
it makes you a tasty treat for monsters and things below the surface of reality. Also:<br />
Tying myself to a bed<br />
even if you go deep (Chessboard Three or below) and Disassociate, there will still<br />
be “problems” related to you being restrained (subtle things). This will prevent<br />
complications but it increases Notice rolls by +4.<br />
Another not-uncommon tactic to use when one feels an Episode coming on is to really<br />
hit the bottle and try to “sleep it off.” This gives a -4 to Complications (and can help<br />
Drinking into oblivion<br />
with Triggers) however, it’s a bad gamble: when something really dangerous happens<br />
the character can’t respond well.<br />
The Underground suggests certain types of training that involve repetitious writing on<br />
legal pads at certain times of the day during “bad periods” (times when the character is<br />
likely to have an Episode). The objective is to make this a habit which the Reflection<br />
Underground Journaling will continue with. It’s extremely boring and most new members hate the idea (it feels<br />
Technique<br />
like a grade-school punishment!). If done religiously the Reflection will maintain the<br />
behavior and in doing so burn up several minutes or even hours doing something fairly<br />
normal seeming. This can work even if you Disassociate. If practiced this gives a -2 to<br />
the Complications roll.<br />
Leaving notes on your mirror, front door, etc. that instruct the Reflection<br />
on how to act can, actually, help. They have to be written in a fashion that<br />
is unambiguous (i.e. “When I raise my voice, people think I am strange. I<br />
Leaving Notes to Yourself<br />
do not want people to think I am strange so I will not raise my voice!”) If<br />
someone finds them that can lead to problems. But doing this gives a -1 to the<br />
Complications roll, a -2 if you put notes everywhere.<br />
Complication Table<br />
The GM rolls on the table and applies the modifiers. This gives a range<br />
of complications. How this is handled is then up to the group—there are<br />
a number of options:<br />
1. Characters who return from deep Descent (Disassociation) may<br />
have dream-like images of what happened while they were down<br />
below. They may have some idea of what transpired (or they may<br />
not have any idea at all)<br />
2. The GM can combine complications or produce many little ones.<br />
3. It is usually not acceptable for a Reflection to seriously hurt or<br />
kill someone. It is also usually not appropriate for a Reflection<br />
to commit a serious crime (shoplifting is common, though). This<br />
will take the game in a potentially very dark direction and this<br />
should be discussed with all the participants prior to play.<br />
103<br />
Deeper Mysteries - Overview