Whisperwine Reduction 316

From: Twistspore Lashcap 947

Description: A rare dish where Lashcap is boiled down with sweet Whisperwind Morels and strong mountain wine, producing a syrupy glaze for roasted meats.

Positive Effect: Grants temporary psychic resistance; abusive thoughts and controlling auras wash over the eater with less effect.

Negative Effect: The eater feels phantom lashings on their skin when angered, leaving red welts that are psychosomatic but painful.

Notes: Banned in most cities, yet prized among nobles who wish to flaunt their power by consuming forbidden luxuries.


Lore

Whisperwine Reduction is not a peasant’s broth nor a soldier’s stew—it is a decadent luxury once reserved for tyrants and nobles who reveled in indulgence laced with cruelty. Its base is a rich, syrupy glaze created by boiling down Lashcap slices with the ethereal Whisperwind Morels (mushrooms known for sharpening the senses) in strong mountain wine. When brushed onto roasted game meats, the dish produces a crimson sheen that seems to shimmer faintly with psychic residue.

Despite its culinary brilliance, Whisperwine Reduction is outlawed in most great cities. Its reputation as a luxury tied to dominance and excess makes it both feared and coveted. Nobles serve it at secret feasts to flaunt their immunity to law, knowing well that the dish fortifies their minds against manipulation. Guilds whisper that the more forbidden the Reduction becomes, the higher its price and prestige climbs.


Tier 1 Stats

  • Rarity: Very rare, luxury consumable
  • Value: 120–200 Gold per feast serving (often traded in shadow markets or noble banquets)
  • Use Time: Eating as part of a meal (10+ minutes)
  • Duration: 4 hours (resistance), psychosomatic lashings may linger 12 hours
  • Slot: Food/Consumable (does not use a worn slot)

Temporary Skills Gained

  • Resilient Mind: Advantage (or +2) to saving throws or resistance rolls against psychic damage, domination, coercion, or intimidation.
  • Focused Bearing: Temporary bonus skill in Willpower/Resolve, granting steadier composure under duress.

Passive Magics

Positive:

  • Psychic Buffer: The eater’s aura feels wrapped in a faint barrier, reducing the impact of manipulation and mental intrusion.
  • Wine-Touched Calm: Emotional surges (fear, rage, despair) are dulled, allowing the eater to maintain authority and poise in tense situations.

Negative:

  • Phantom Lashings: Whenever the eater is angered, red welts appear across their skin, stinging as if whipped. Though psychosomatic, the pain can distract them.
  • Lingering Cruelty: Those who indulge frequently may roleplay an increasing taste for dominance, subtly adopting the arrogance of tyrants.

Active Magics

Positive:

  • Mental Defiance (1/use): Once during the effect, the eater may automatically succeed on a saving throw or resistance roll against a psychic attack or domination attempt.
  • Iron Tongue (1/use): The eater may project a wave of mental steadiness into their words, granting one Intimidation or Persuasion attempt advantage (+2) as their voice resonates with unshakable certainty.

Negative:

  • Pain Echo: If the eater is struck while angry, the phantom welts flare violently, causing disadvantage (–2) on the next attack roll they make.
  • Echo of Submission: Rarely, a particularly strong psychic strike may cause the eater’s phantom lashings to visually manifest, marking them with visible streaks that betray weakness to foes.

Tags

Tier 1, Consumable, Food, Luxury, Noble, Psychic, Resistance, Coercion, Pain, Illusion, Forbidden, Wine, Mushroom, Mind Shield, Tyranny, Hallucinatory, Indulgence, Excess, Prestige, Corruption, Ritual Feast, Forbidden Cuisine, Paranoia, Cruelty, Addiction


Where Whisperwine Reduction 316 is Found in Saṃsāra

This dish is both delicacy and danger, a luxury meal that marks its consumer as wealthy enough—or reckless enough—to risk the stigma of eating forbidden food. It is rarely found openly; its purchase is tied to secrecy, power, and prestige.


Types of Establishments & Costs

  1. Hidden Noble Banquet Halls
    • Where: Within private estates, castles, or secret salons of influential nobles.
    • How Sold: Served at invitation-only feasts, where the glaze is brushed over whole roasted stags or rare fowl. Each plate is a political weapon, flaunting the eater’s disdain for common law.
    • Cost: 200 Gold per serving (or gifted to guests to cement loyalty).
  2. Black-Market Guild Kitchens
    • Where: Beneath major cities, often in basements of taverns where thieves’ guilds run smuggling routes.
    • How Sold: Portion-sized jars of the glaze are traded in wrapped clay pots. Buyers smear it over meat at home or carry it for feasts in the field.
    • Cost: 120 Gold per jar (enough for one banquet or three personal meals).
  3. Forbidden Luxury Houses
    • Where: Gambling parlors, brothels, or dens of vice in the darker island nations.
    • How Sold: Offered as part of “prestige meals,” often paired with exotic wines and illicit entertainments. Diners pay more for the experience of flaunting taboo.
    • Cost: 160 Gold per plate; 300 Gold for private “exclusive pairings.”
  4. Outlaw Caravans
    • Where: Traveling merchants dealing in relics, strange foods, and banned luxuries.
    • How Sold: Reduction packed in sealed crystal phials lined with wax. Rare and risky to carry—some caravans charge extra for “silence.”
    • Cost: 150 Gold per phial.
  5. Cultic Feast-Houses
    • Where: Temples of forbidden gods or sects that worship pain and dominance.
    • How Sold: Given not for coin but as part of ritual oaths. Consuming it before others is a demonstration of loyalty and willingness to embrace both pain and authority.
    • Cost: No gold—only fealty and obedience.

Whisperwine Reduction 316 can be roleplayed in Saṃsāra across varied environments, balancing its indulgent prestige with its protective strength and cruel side effects.


In a Noble Banquet Hall

  • Defense: A noble roleplays calm immunity when targeted by coercion or intimidation, the glaze reinforcing their mental fortitude. Their laughter at veiled threats becomes a shield, unnerving political rivals.
  • Offense: Roleplay leans into the arrogance it inspires—raised voices, cutting remarks, and domineering commands delivered with a voice that carries unshakable conviction. The phantom lashings may be described as “badges” of dominance, making others flinch at their aura of cruelty.

In a Guild Hideout or Black-Market Deal

  • Defense: Smugglers eat it before tense negotiations, roleplaying unshaken focus when threatened or magically coerced. They sneer at illusions or psychic probes, shrugging them off with feigned indifference.
  • Offense: Roleplay takes the form of cruel suspicion—snapping orders, slamming fists, and accusing allies or enemies alike while displaying the psychosomatic welts as proof they’ve endured worse.

In the Wilderness

  • Defense: Adventurers who consume the dish describe how the psychic barrier makes them immune to the whispers of forest spirits or monster auras. The roleplay emphasizes steady composure where others falter.
  • Offense: When provoked, the eater might lash out with venomous words, roleplaying their phantom lash-marks as “war paint of pain,” intimidating foes or beasts by sheer force of cruel presence.

In a Cultic Ritual Hall

  • Defense: Cultists use it to prepare for rites of mental domination. Roleplay focuses on their unwavering eyes, unblinking even when facing horrifying visions. Their stillness itself becomes a shield.
  • Offense: The phantom lashings may be roleplayed as divine marks, with the eater raising their arms to show welts while declaring themselves anointed by suffering, using intimidation or psychic pressure to break dissenters.

At Sea or in Outlaw Camps

  • Defense: Pirates consume it before boarding actions, roleplaying their unshakable minds as the reason they never flinch at curses, sirens, or magical illusions. Their crewmates see them as unbreakable.
  • Offense: Paranoia and phantom pain turn to fury. Roleplay depicts them roaring like tyrants, striking down captives or foes while their skin welts with imagined whips, terrifying onlookers into submission.

Perception of Activation:


User’s Perspective

  • Sight: The crimson glaze on the roasted meat glimmers faintly, as if rippling with an inner light. Edges of the vision sharpen, while hostile auras appear muted, dimmed as though veiled behind smoke.
  • Hearing: Angry words sound muffled, their force blunted, while supportive tones ring clearer and warmer. Subtle echoes of phantom lashes crack when emotions flare, invisible yet distinct.
  • Touch: Skin tingles with strange resilience, like a thin shield laid beneath the flesh. When anger stirs, hot stinging welts rise unbidden across arms and back, the pain sudden but without physical cause.
  • Smell: The air is thick with wine and iron; sweet fungal notes linger in the breath as though the dish clings to the soul.
  • Taste: The reduction burns sweet, syrupy, and bitter all at once—like honey drowned in smoke. A faint metallic tang rides every bite.
  • Extra-Sensory: The eater feels a pressure at the edges of their mind, but psychic whispers slide off harmlessly. Yet deep within, the phantom lashings echo the weight of unseen judgment, marking them with the memory of obedience.

Positives: Strong resistance to coercion, clarity of will, and composure in the face of psychic assault.
Negatives: Painful welts manifest psychosomatically, distracting and humiliating the eater in moments of passion or anger.


Observer’s Perspective

  • Sight: The eater’s eyes take on a steady, almost unnatural focus, seeming less affected by threats. Yet their skin blooms with red marks at times of agitation, as though struck by invisible whips.
  • Hearing: Their words resonate with steadiness and authority, carrying weight even when softly spoken. In moments of stress, their voice may tremble with pain though no strike has landed.
  • Touch: Being near them, others feel a subtle pressure, as though standing within a shielded aura. If touched, their flesh may feel hot where phantom welts rise.
  • Smell: A faint aroma of sweet wine mixed with bitter mushroom hangs about them, stronger than mere breath.
  • Extra-Sensory: Observers sensitive to magic perceive a shimmering psychic barrier around the eater, but beneath it, faint lash-like scars of the mind writhe and shift.

Positives: Their calm and unyielding aura inspires respect, appearing immune to manipulation.
Negatives: The welts betray weakness, suggesting that beneath the shield lies lingering vulnerability to pain and domination.

Feast of Red Wine and Whispering Chains

In the days when the smoke of the high mountains curled into the heavens, there was a noble whose heart was harder than stone and whose tongue bent the wills of many. He sat in a hall of banners where no servant dared to meet his gaze. It is told that this noble craved not the meat of the hunt alone, nor the fruits of his vineyard, but a dish that would let him stand unshaken before the curses of priests and the whispers of rivals.

So his cook went wandering, basket empty, into the shadowed caves where the Lashcap grew in silence. She cut the crimson caps, still damp with the dew of the underworld, and carried them to the meadows where Whisperwind Morels rose, their voices faint as sighs. From the mountain she drew the strongest wine, black as night, and boiled all into a syrup that clung like blood to the pot. She poured this glaze upon the noble’s roast and served it with trembling hands.

When he ate, his eyes did not waver, nor did the cruel psalms of his enemies pierce his ears. He stood as if wrapped in stone, untouchable, unbent. His rivals saw this and feared, for their spells and curses washed away like rain from iron. They whispered that the noble had devoured forbidden power, and so they named it Whisperwine Reduction.

Yet soon strange marks came upon him. When he raged, red welts blossomed on his skin, though no whip touched him. He walked his halls at night, crying out as if lashed by unseen chains. The servants hid, for his pain made him crueler still, striking without cause and laughing at his own torment. The nobles at his table mocked him in secret, for though he seemed mighty, the lashings betrayed his weakness.

At last, one feast was his undoing. He ate the glaze, drank deep of his wine, and bellowed at his lords to kneel. But when he raised his arms to command them, his body was marked from throat to heel with red, bleeding stripes. The hall fell silent. No one obeyed. His own guards turned their eyes away, ashamed. The noble fled to his chambers, never to be seen again, and some say his cries still echo in the stones.

The dish did not vanish, for other lords and guilds sought its forbidden strength. Even now it is served in secret halls, a luxury for those who would flaunt law and gods alike. Yet always the eater risks the lashings of phantom chains, the memory of pain that no armor can deflect.

Moral of the Story: That which shields the mind may still wound the flesh of the spirit; power eaten with arrogance binds the soul more tightly than any chain.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)
Item Name: Whisperwine Reduction 316
Type: Forbidden Luxury Meal (consumable; one serving)
Activation: Eat during a meal (≈10 minutes)
Duration: 4 hours (resistance); lashings may linger up to 12 hours

Effects:
• Psychic Buffer: Gain a bonus die on POW rolls to resist mind influence (Dominate, Coercion, Intimidation-as-magic, possession-like effects) and on Sanity rolls versus effects with overt psychic pressure.
• Composed Bearing: When you Push a social roll made to resist intimidation or coercion during the duration, add a bonus die to the Push attempt (Keeper adjudication).
• Iron Tongue (1/scene): Once per scene, ignore penalties from fear or intimidation on a single social roll as your voice steadies unnaturally.

Backlash & Costs:
• Phantom Lashings: Whenever you become Angry (Keeper trigger: rage, humiliation, violent outburst), immediately make a CON roll. On failure, suffer 1 HP psychosomatic lash pain and a penalty die on your next action that scene.
• Night Mark: After the duration ends, make a POW roll. On failure, lose 0/1D3 SAN as residual pain echoes linger.
• Overuse: A second serving within 24 hours imposes a Hard POW roll or you lose 1D3 Magic Points and 1D3 SAN from psychic recoil.


Blades in the Dark
Item Name: Whisperwine Reduction 316
Category: Arcane Consumable (0–1 load; one plated serving)
Use Window: One score (the resistance lasts a few scenes, roughly 4 hours in fiction)

Benefits:
• Mindward Poise: You have potency on actions to resist coercion, intimidation, domination, or fear (Command/Resolve resists against mental pressure).
• Special Armor vs. Influence (1x): Mark to negate or reduce a consequence from supernatural fear, compulsion, or psychic sway this score.
• Iron Tongue: Once this score, when you face down an authority or occult threat, you may Push yourself (2 stress) to treat your position as one step better for a single confrontational action.

Consequences:
• Phantom Stripes: When you escalate with anger, take Level 1 Harm “Stinging Welts” or 1 stress (your choice).
• Aftertaste of Cruelty: At score’s end, if you used Iron Tongue or Special Armor, clear one fewer stress in downtime (minimum 0).
• Overuse: If you consumed this in the previous score too, begin this score with the temporary trauma flag “Arrogant” until you Indulge Vice.


Dungeons & Dragons (5th Edition)
Item Name: Whisperwine Reduction 316
Consumable (meal), rare; attunement not required
Use: Eat as part of a short meal (10 minutes)
Duration: 4 hours

Effects:
• Psychic Fortification: You have resistance to psychic damage and advantage on Wisdom saving throws against being charmed, frightened, or magically coerced.
• Unshaken Demeanor: You have advantage on Charisma (Intimidation) checks made to hold your ground against threats or to project unwavering authority.
• Iron Tongue (1/day): As a bonus action during the duration, you can add a +2 bonus to one Charisma (Intimidation or Persuasion) check you make, and creatures have disadvantage on contested checks to oppose that single attempt if it relies on fear or mental pressure.

Drawbacks:
• Phantom Lashings: When you take the Attack action while you are under the frightened condition or after you take psychic damage, make a DC 12 Constitution saving throw. On a failure, you take 1d4 psychic damage and have disadvantage on your next attack roll before the end of your next turn.
• Crash: When the duration ends, make a DC 12 Wisdom saving throw. On a failure, you gain disadvantage on your next Wisdom or Charisma saving throw made before your next short rest.
• Overuse: A second serving before a long rest causes one level of exhaustion.


Knave (Second Edition)
Item Name: Whisperwine Reduction 316
Type: Consumable Meal (no slot once eaten)
Duration: 4 hours (shield); lash echoes may last the rest of the day

Effects:
• Mind Shield: Advantage on WIL Saves against fear, charm, compulsion, and psychic assaults; reduce psychic damage by 1 (minimum 1) while active.
• Unflinching Poise: Advantage on checks to resist coercion, intimidation, or interrogation that targets your resolve.
• Iron Tongue (1× while active): Treat one authoritative social test as if you had Advantage, even after seeing the initial roll (declare immediately after).

Drawbacks:
• Phantom Welts: When you act in anger (Guide trigger), Save vs. CON. On a failure, suffer d4 psychic damage and Disadvantage on your next roll this scene.
• Harsh Aftertaste: When the effect ends, Save vs. WIL or suffer Disadvantage on your next Save against a fear or compulsion effect.
• Overuse: A second serving before a full rest imposes Disadvantage on WIL checks until you rest and deals d4 psychic damage on consumption.


Fate Core

Item Name: Whisperwine Reduction 316
Aspect: Forbidden Glaze that Armors the Mind and Brands the Spirit

Invoke For: Calm defiance under coercion, shrugging off psychic pressure, projecting iron authority at court or parley.
Compel For: Phantom lash-pain when angered; outbursts that leave you winded, marked, or off-balance.

Stunts (Consumable; scene-limited):
Mindward Palate: After eating, for the rest of the scene you gain +2 to Defend with Will against fear, domination, or mental influence.
Iron Tongue: Once this scene, when you confront or negotiate from a position of resolve, treat your first Provoke/Presence action as if you had one free invoke on Unshaken Poise.
Steady as Stone (1/session): Once while the effect lasts, you may reduce a consequence from a mental attack by one step (severe→moderate, moderate→mild).

Drawbacks:
Phantom Lashings: The first time you take a forceful/angry action this scene, immediately create the situation aspect Stinging Welts on yourself with one free invoke for the opposition.
Aftertaste of Arrogance: At the end of the scene, the GM may place a temporary aspect Spent and Sore that can be compelled during the next scene of strenuous action.


Numenera & Cypher System

Item Name: Whisperwine Reduction 316
Level: 4 Consumable (Meal)
Use: Eaten over 10 minutes; effects last 4 hours.

Effects:
Psychic Buffer: You gain an asset on Intellect defense tasks against fear, mind control, or mental intrusion.
Poised Bearing: Social tasks to resist coercion or intimidation are eased by one step.
Mental Defiance (1/use): Once during the duration, automatically succeed on a single Intellect defense task against compulsion or fear.

Drawbacks:
Phantom Lash Pain: The first time you act in anger each hour, take 2 points of Intellect damage (ignores Armor).
Crash: When the effect ends, make an Intellect defense roll (Difficulty 3). On a failure, you are hindered on pleasant/social Persuasion tasks until your next recovery roll.
Overuse: A second serving within 24 hours hinders all Intellect tasks until your next ten-minute recovery roll, and Phantom Lash Pain triggers immediately.


Pathfinder 2e

Item Name: Whisperwine Reduction 316
Traits: Consumable, Magical, Rare, Cursed
Usage: Eaten; Bulk —
Activate: [one action] Interact (part of a meal; 10 minutes total to consume)
Price: 150 gp
Duration: 4 hours

Effects:
Mindward Glaze: You gain resistance 3 to mental damage and a +2 status bonus to Will saves against emotion, fear, and mental effects.
Unshaken Demeanor: You gain a +1 status bonus to Intimidation checks to Demoralize and to checks to resist Coerce/Make an Impression attempts made against you.
Iron Tongue (Reaction, 1/day): Trigger: You fail a Will save against an emotion, fear, or mental effect. Effect: Treat the result as a success instead.

Curse — Phantom Lashings:
When you take the Strike action while you are frightened or immediately after you take mental damage, attempt a DC 18 Fortitude save. On a failure, you take 1d6 persistent mental damage and become sickened 1 (the persistent mental damage ends when the sickened condition is removed or after you receive healing).

Overuse: If you consume another serving before your next daily preparations, you become fatigued and the DC of Phantom Lashings increases by 2 until you complete a full night’s rest.


Savage Worlds (Adventure Edition)

Item Name: Whisperwine Reduction 316
Type: Magical Consumable (Meal, Rare, Cursed)
Cost: 300 Gold (or equivalent)
Duration: 4 hours

Effects:
Mindward: +2 on Spirit rolls vs. fear, Intimidation, and powers with the Mind Control or Fear modifiers that target you.
Implacable Bearing: +1 on opposed Intimidation when you stand your ground (not when you’re the aggressor seeking to start a fight).
Steadfast Will (1/use): Once during the duration, automatically succeed at a Spirit roll to resist a coercive mental effect (not usable to recover from Shaken).

Drawbacks:
Phantom Welts: The first time per scene you take a hostile action while Angry (GM adjudication) or after suffering Psychic damage, make a Vigor roll at –2. On a failure, you suffer Distracted until the end of your next turn.
Aftershock: When the duration ends, make a Spirit roll at –2. On a failure, gain one level of Fatigue (Bumps & Bruises) from sleepless pain until a full rest.
Overuse: A second serving in 24 hours immediately inflicts a level of Fatigue and imposes –1 on all Spirit rolls until you rest.


Shadowrun (Sixth Edition)
Item Name: Whisperwine Reduction 316
Category: Luxury Alchemical Meal (Magical, Restricted)
Availability: 10R
Cost: 1,200¥ per plated serving
Use: Consumed during a meal (~10 minutes); effects last 4 hours

Effects:
• Mindward Poise: +2 dice to Composure Tests and to defense tests against mental manipulation (e.g., resisting Intimidation/Leadership coercion, fear effects, or spells/powers that compel behavior; GM adjudication of appropriate pools such as Willpower + Logic/Charisma).
• Iron Tongue (1/scene): When resisting a coercive Social Test or a mental manipulation power, gain 1 Edge after the roll (even on a failure).
• Unshaken Bearing: When you would gain the Frightened or similar status from a social/occult source, you may spend 1 Edge to ignore it for 1 Combat Turn.

Backlash:
• Phantom Lashings: The first time each scene you take a hostile action while Angry or immediately after taking Stun damage from a mental source, roll Composure (2). On a failure, take 2 unresisted Stun and suffer –1 dice to your next test this round.
• Aftertaste: At your next rest, roll Composure (2). On a failure, you don’t remove Stun from sleep (one interval).
• Overuse: A second serving within 24 hours imposes –2 dice on Social tests for the day and increases Drain damage taken from Illusion/Manipulation spells by +1 (Stun/Physical as normal).


Starfinder
Item Name: Whisperwine Reduction 316
Level: 6 Consumable (Meal) • Price: 1,000 credits • Bulk: L
Traits: Magical, Ingested, Curse
Use: Consumed as part of a 10-minute meal; duration 4 hours

Effects:
• Mindward Glaze: +2 circumstance bonus to Will saves vs. mind-affecting effects; you also gain a +1 circumstance bonus to AC against demoralize-triggered attacks of opportunity (GM call).
• Iron Tongue (1/day): When you fail a Will save vs. a mind-affecting effect, treat it as a success instead.
• Composed Bearing: +2 circumstance bonus to Intimidate checks to resist being coerced or to counter threats (not to initiate demoralize unless framed as holding ground).

Drawbacks (Curse):
• Phantom Lashings: The first time each hour you attempt an attack while you’re shaken, frightened, or immediately after you take mind-affecting damage, attempt a Fortitude save (DC 18). On a failure, you take 1d6 nonlethal damage and are sickened 1 until the end of your next turn.
• Crash: When the duration ends, attempt a Will save (DC 18). On a failure, you become fatigued until after a full rest.
• Overuse: A second serving before a rest automatically inflicts fatigued and imposes a –2 penalty to Will saves vs. mind-affecting effects for 24 hours.


Traveller (Mongoose 2e)
Item Name: Whisperwine Reduction 316
Type: Rare Luxury Consumable (Illegal on many worlds)
Weight: Negligible • Cost: 400 Cr per plated serving
Use: Consumed during a meal; effects last 4 hours

Effects:
• Mind Shield: DM+2 to opposed checks to resist coercion, fear, or interrogation (Referee adjudication; commonly opposed Persuade (Intimidate) or Leadership tests).
• Psychic Fortitude: DM+1 on INT or EDU checks to resist psionic Telepathy influences (Referee may call for WIL/INT 8+ style tests depending on circumstance).
• Iron Tongue (1/use): Once during the duration, automatically treat a failed resistance check against fear/coercion/Telepathy as a success.

Drawbacks:
• Phantom Welts: The first time you act in anger or immediately after suffering a mental assault each hour, take 1 END damage (ignores armor) and suffer DM–1 on your next action that round.
• Aftertaste: The first sleep after consumption provides no recovery of characteristics.
• Overuse: A second serving in 24 hours inflicts one level of Fatigue and DM–1 to SOC-based checks until you complete a full rest.


Warhammer Fantasy Roleplay (4th Edition)
Item Name: Whisperwine Reduction 316
Type: Magical Consumable (Rare, Cursed)
Encumbrance: — • Value: 18 gc per plated serving
Use: Consumed as part of a meal (~10 minutes); duration 4 hours

Effects:
• Mindward: +10 to Cool Tests vs. Fear, Intimidate, Terror, and mental influence (including certain spells/psychology at GM’s discretion).
• Iron Tongue (1/session): When you fail a Cool Test against a mental/emotion effect, treat the result as a success instead.
• Unshaken Bearing: Gain +10 to opposed Intimidate Tests when holding your ground (not when initiating a brawl).

Drawbacks (Curse):
• Phantom Lashings: The first time each hour you make a Melee Attack while Angry or immediately after suffering a mental effect, attempt an Average (+20) Endurance Test. On a failure, suffer 1 Wound (ignores TB) and become Distracted (–10 to your next Test this round).
• Aftershock: When the duration ends, make a Challenging (+0) Willpower Test. On a failure, gain the Fatigued Condition until you take a proper Rest.
• Overuse: A second serving within a day imposes an immediate Fatigued Condition and –10 to Willpower Tests vs. Fear/Intimidate until you rest.