Saturday, October 2, 2021

Through Sorcerer's eyes - Oct 1, in which we meet the Things

Part of a series analyzing Roger Zelazny's A Night in the Lonesome October through Sorcerer.

Starts here.

October 1

Today we follow Snuff on the rounds he alluded to in the previous chapter. We find that the Thing in the Circle can change shapes, although it doesn't have the scent right to fool Snuff - so we would add Perception: heightened smell, or possibly just generally heightened mundane senses to his repertoire to supersede sight from the Introduction. It verbally expresses its frustration. The Things in the Mirror actually seem to be spread through a few mirrors, and have some "space" to move in, away from Snuff when he shows his teeth. The Thing in the Steamer Trunk pounds on the sides, is aware when Snuff comes around, and takes a bit of growling on Snuff's part to quiet down. Finally, the Thing in the Wardrobe is scratching the sides, and tries to bargain with Snuff. It, like the Thing in the Circle, wants to be free, and offers to bring Snuff big, juicy bones with meat on them. We could surmise that its Need or Desire have to do with killing living beings, but it's not entirely clear.

Overall, Snuff's intimidation might come down to high Will rather than any particular power. In the Introduction he says he's able to handle each of them separately, but doesn't know what he'd do if they came together - maybe he simply has enouch Will that he's confident of success against each one's opposing Will separately, but not if they joined forces.

The annotated game book suggests that Contain can have a lot of variations, and it is automatic in the way it works - keeping a demon in place and preventing it from dissipating on account of unmet Need - until the demon attempts to break it. The ritual table suggests that it's the demon's Power that tests it directly, but we see demons attempting subterfuge, persuasion, and bargaining, which suggest Will, and physical prowess, which suggests Stamina. The Will seems to be getting an outside entity to breach the Contain rather than working against it directly, but the Stamina is a bit more puzzling, although perhaps it's inherently fruitless, and the demons psyching themselves up to use their Power.

As for the Things: the Thing in the Circle might be a Passer by default. The fact that it changes into several shapes suggests either many instances of the Shapeshift ability, or a more generalized version. It doesn't get the smell right, suggesting sensory imperfection might be its Telltale. It does communicate with Snuff. Since it is trying to negotiate, it might have high Will. We don't learn much about the Things in the Mirror or Mirrors, other than that they gibber and slither around in "there". It might be too early to decide what type they are. Nor do we learn much about the Thing in the Steamer Trunk other than that it has some physical presence, so potentially high Stamina. Similarly for the Thing in the Wardrobe, although it describes a lock and a key, which might be the actual form of the containment. It does try its limits physically by scratching. High Will, again, might be indicated. Since the containment is also physical, high Stamina is also possible.

Sorcerers and Demons

  • Snuff - a Passer whose Cover is a watchdog. High Will. Possible abilities: Command: dogs, Hold, Perception: heightened senses, Special Damage: claws and fangs.
  • Thing in the Circle - a Passer of high Will, communicative. Possible abilities: Shapeshift: general or numerous
  • Things in the Mirror - Unknown. Not communicating so far.
  • Thing in the Steamer Trunk - High Stamina. Not communicating so far.
  • Thing in the Wardrobe - High Stamina and Will, communicative.

Sorcery and Setting

  • Details of containment depend on the demon. Breaking out of a Contain focus might be a combination of Stamina and Power, unlike with the default expectations in the game book. Containments can involve symbols, objects, and physical restraint.

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