Showing posts with label fiction. Show all posts
Showing posts with label fiction. Show all posts

Friday, October 13, 2023

To Swallow a Spider

Once, there was a young milkmaid. Fair-haired and soft-hearted, the envy of her sisters and the pride of her family. Day by day she milked her family's two cows and carried her pails through the winding village roads, warm and joyful faces greeted her at each delivery. 

On one such ordinary spring day she saw a shadow fallen along the roadside, couched in mud and grime. The shadow hacked and coughed, no shadow but a haggard old woman in deep- painful throes. As the milkmaid neared the shadow resolved to a cloaked, old woman- heaving on all fours and mewling in the mud. 

A hand shot out from the shadow of the cloak, the hood falling, and the old woman pled to the milkmaid "Oh golden-haired maiden, please! But a drink of your sweet harvest would set my humors right!" The fallen hood revealed the gurgling buboes and boiling warts that sloughed about her stricken visage, and terror beat its drum in the milkmaid's stomach. She cut wide around the woman and turned her face away, hurrying along her route.

With another hack and bloody cough the haggard woman pled once more- but the milkmaid hardened her heart and took to a run. Hauling herself to her knees, the witch then gestured and damned her curse to the milkmaid: 

"May you be ruin! May your beauty be your bane and your heart be hollwed! May your presence curdle the virtues of good men and may you be a crawling hive! May you die unburied and only then succumb to the rot you spread!" 

And with that last issue, she heaved her final breath and fell stricken in the mud, the terrified milkmaid fleeing along the road. 

The curse laid by the wayside witch festered in the milkmaid's mind, but she dare not repeat it for she feared the torch. 

That day, the milk she delivered was found to have spoiled overnight.

All through the night, the milkmaid tossed and turned with dark dreams of crawling claws and the evil eye, ever glaring. But, she woke and set to housework before making her deliveries as normal. All through the day, she would swat at an especially persistent fly and would jump at every shadow she saw.

It did not take long for the milkmaid to realize the witch's curse. At first, the hens stopped laying eggs- with their final clutch found rotten and molded. Not long after, the cows stopped giving milk, and her families' debts began to pile. 

Next, her father was stricken with a terrible sickness that soon consumed her sisters and mother as well. All bed ridden but the maid herself, who now was plagued by the flies that found her throughout the day. She slapped and swatted, catching hundreds until the house was empty of them, but then come morning a cloud of the biting, buzzing, swarming menace was back and stronger. 

The very frames of the house began to sag, mold sporing in the corners and consuming the rafters. One by one, the milkmaid buried each of her family in the churchyard, and with each death the village turned. Day by day, they shut their doors to the milkmaid and turned their faces to her plight. What's worse, those who did still speak with her told of the villagers turning cruel to one another, spats and fights sprung up among the kindest of folk and a hate boiled in their hearts. 

Despite her plight, a rowdy crowd of suitors began to plague her home- each a young farmhand or apprentice from the village who began turning to a cruel visage spotted through a window or a figure standing in the dark of the wood. They quarreled in her yard and pled for her hand- though the maid shut them all out of her home as she saw their teeth sharpening and eyes yellowing day by day. 

One night, the maid shut up each window and barricaded herself inside as the shouts became cackles and the suitors beat upon the home. Howling and shouts from outside ebbed and flowed, smoke and iron were on the wind and she sat up swatting flies all night, daring not to sleep.

Come morning the maid discovered what had become of her village and her home- now sagged and mold-ridden it would not stand another night. Blood spilled throughout the village, homes burnt and twisted- cruel faces smiled down at her from hanging bodies in the square. All that stood was the church. 

She sought sanctuary inside with the young priest- himself bloodied and bereaved by the terror of the night before. In begging prayer, the milkmaid came to realize the issue of her misfortune- as she choked and coughed- a black clot of wriggling flies coming up in her hand. Using a silvered plate as her mirror, she watched as the biting flies that plagued her would one by one issue from her mouth.

The church filled with these flies and everywhere they touched began to rot, benches falling to pieces, stone spotting with mold, hanging cloth shriveling and flower turning to fungus. Despite the horror unfolding, it was the priest's eyes yellowing and breath laboring that finally drove the milkmaid to flee and lock herself in the undercroft. 

In desperate prayer the maid sat by light of a single candle, the flies buzzed angrily around the locked crypt. The shroud of biting darkness swallowing up the light bit by bit- it parted suddenly as salvation crept into the candlelight.

Palm-sized, rose red, legs clean and sharp black, eyes gleaming with quiet hunger, the maid's mind slowed and began to set cold and clear as she made eye contact with the great spider.

Perhaps not an answer to her prayer, but a solution to her plight. The maid wiped away her tears, her heart emptied of fear. She reached out her hand to the spider.

Bringing it to her lips, she opened her mouth and the spider crawled inside with measured care, fluttering step by step down her throat.

It did not take long for the flies to stop, as the spider swallowed them up. Not long after, the spider too swallowed up the maddened priest outside.

The maid stood in the rotten chapel's archway and faced a new morning, the corpse of her village strewn about in front of her- but the rot stench could not bother her anymore. Fear and sorrow too, the spider swallowed. 

And still, it was hungry.

Tatum Cho

 

"The average person swallows 8 spiders per year. Susan Spidermouth, who swallowed 30,000 spider eggs thus becoming the ultimate spider incubator, is an outlier and should not be counted."

Tarna the Spider-Maid

8 HP, 8 STR, 14 DEX, 14 WIL (d6 dagger or d10 bite)

  • A pretty young woman, cannot speak. Her insides are hollowed by the spider that symbiotically lives inside, keeping her limbs moving. Hungry. Can eat curses.
  • Charms as per spell and can kiss a willing target to spit a Hollowing Spider into their mouth.
  • Critical Damage: Paralyzes target (d8 DEX damage) with a spider-kiss. 

Hollow Zombie

4 HP, 6 STR, 6 DEX, 6 WIL (damage as weapon)

  • An unwilling host to a Hollowing Spider. Hungry.
  • Young Hollows are ravenous and mindless. Older Hollows can mimic human behavior but cannot speak.

 

An aside on curses.

There are many kinds of curses, from little malisons that bedevil a wayward adventurer to bloodline-tethered divine retribution. 

Some tables never use curses, some do. Delta did a good look at the history of the curse, Jon of Medieval Melodies did a look as well, and Noisms wrote a bit about curses as insanity too. I'm most partial to the table of flavorful curses from Swords & Scrolls.

Let's take a gander at what a curse looks like mechanically from something like Lamentations of the Flame Princess (though this is similar to most retroclones' format of the curse):

Bestow Curse (the reverse of Remove Curse) can bring about any number of unfortunate effects upon a being, determined by the caster and Referee. Some limits of effect must be enforced. Typical possibilities are limited to no more than a –2 pen alty to saving throws or –4 to hit, an ability being reduced by 50%. These effects can have any number of creative symptoms. The victim can avoid being affected by Bestow Curse with a successful saving throw versus Magic.

For best effect, players getting cursed should have a bit more flavor to it than just the modifier penalties above, and and iteration of a straight Remove Curse should be used with caution. A setting environment filled with curse-slinging witches and undead loses its luster if you can just hit up the local cleric for your monthly curse-check and get an inoculation just in case.

Curses should be unique and curses should have weight to them. To lay a curse is to set wrong a right, bend fate to a twisted bend and set a foul spirit on someone. 

In the worst of cases, anyone can lay a curse with their dying breath and enough vigor behind it- at the cost of the curse-layer's soul becoming that maleficent spirit enforcing the curse- and no curse worth a soul should be something generic.

A curse should have two components. 

1: A unique effect that impacts how a character functions in the world, whether this be changes to rolls or NPC reactions- make it work within the fiction and make it be felt.

2: At least two ways to break it. Some unique format is best- as with Noisms' take of unique breaking conditions to be met- but make sure that the player knows how to break a curse. Both a unique condition and some ludicrously expensive resolution as a backup would do the trick.

Saturday, September 3, 2022

Second Course, Doppelgangers

Finnian MacManus
INT. CRAB DUNGEON. SPECIMEN THEATER 1

Downward sloping metal plates dotted with warning lights and walkways occupied by figures wearing obscuring hazmat suits. At the edges of the room, industrial turrets keep aim at a glass specimen container in the center of the room. The container is currently empty. High up, along the outskirts of the room, an observation theater overlooks the scene. CRAB and LISETTE enter the observation theater and CRAB begins manipulating the various controls.

LISETTE: I'm still spinning from the last lesson. Those were a lot of names and I'm not sure what any of that will will do for me when fighting these monsters.

CRAB: Oh, really may not help. But also could- you know? Important thing to take away is that doppelgangers work off of fear, and that fear is created by cultivating a disruption to the expected order. 

LISETTE: Is that why they seemed to toy with me? And others?

CRAB: Ah, well your doppelgangers were a particular variety. We'll get to them at the end, but for now we're going to go through some samples I've collected of doppelgangers and study them a bit.

With a final button press, the specimen container is lifted via a great piston into the ceiling with a burst of steam. The grinding of gears and a clunk and whirring seal follow, before the piston descends back down again. Inside the observation theater, holoscreens light up with various camera angles of the specimen container as well as documentation detailing the specimen.

The specimen container is now occupied, a plain looking man in a suit stands inside, looking confused. He knocks on the glass.

CRAB: This is the first one, and the oldest specimen that we could find. 

GREYHAWKLEGANGER

OD&D Book IV, GREYHAWK

The first instance of a doppelganger shows up in the OD&D Greyhawk supplement. Spelled as a dopple* as opposed to the more commonly used nowadays doppel*, these creatures exhibit the traits that would become common to all that came after. They are not affected by sleep or charm spells, and are extremely magic resistant. Our only guidance for how they are used is that they can change shape into any person they observe and will then attack- or choose to attack later at surprise and for great advantage. 

Greyhawk has these creatures appearing in groups from 3-12, an attack of a whopping d12, with an armor class of 5, a move of 9 inches, and HD 4, with a 25% chance to be encountered in their lair. Most notably of these creatures, the doppelganger is of a Neutral alignment.

LISETTE: 3-12? How does one even cope with that many shapethieves? 

CRAB: Yeah, pretty hard to manage or run that. Imagine your group of adventurers running into twelve copies of themselves, kinda challenging to even conceptualize that. Of course, in those days you dragged a large amount of followers along with you, meaning that you could just have some followers suddenly attack you after they've been replaced. 

Hissing steam signals the piston moving and a new canister is swapped out. Inside, a tall, gaunt, humanoid with vaguely reptilian features and large, glowing eyes sits in repose. Its brain is clearly visible distending from its skull.

AD&DOPPLEGANGER

Advanced Dungeons & Dragons Monster Manual 1E

CRAB: Now this, this is the classic doppelganger. We can see that some significant improvements have been made over the Greyhawkleganger. While still having the same basic armor and attacks, we also see that the AD&Doppleganger (still spelling with *le as opposed to *el) surprises on a 1 in 4, with specific instructions that when a AD&Doppleganger surprises someone then it becomes indistinguishable from the person being copied, explicitly creating the infamous Spot the Imposter doppelganger situation. 

LISETTE: How is one supposed to discern the real one then?

CRAB: The first option would be to cast a sleep or charm spell. This isn't going to be 100% effective though, as normal folk can also resist the effects of these spells and thus become a "false positive". These creatures can also use ESP, something that becomes near universal in subsequent doppelgangers, however their ESP is only 90% accurate. If you know your friends and followers well enough, then you can interrogate both copies at length, however the AD&Doppleganger is very intelligent and would try to avoid such a situation.

LISETTE: What about that last note? They only form likenesses of materials, yes? Could a magical trinket be carried and used to discern real from fake? 

CRAB: A good eye, yes that could certainly work. Something small like a glowstone or any other trinket could not be replicated at will. However! In the event that you are trying to determine if someone you have just met is a doppelganger or not, this would not work, as they could have taken the trinket from their now deceased double. 

In Dragon #080 (1983) Fraser Sherman contributes some supplementary information on doppelgangers with his short fiction in "The psychology of the Doppleganger". At the end of the story, we get this appendix: 

"Since the doppleganger’s armor class and attack damage are partially derived from its ESP abilities, it will suffer against an ESP proof opponent, such as a monk, or a character with the psionic discipline of mind bar. Against such foes, its armor class will equal leather armor (AC 8), and it will do only 1- 6 points of damage per attack. A doppleganger’s ESP abilities are considerably different from the ESP spell or the psionic power of the same name. A doppleganger can continuously monitor the surface thoughts of any one character at a time, but can also probe more deeply into the character’s mind, becoming aware of deeply hidden facts about the character’s life, nature, and habits. This furthers the illusion that the doppleganger actually whoever it is imitating, and adds to its combat abilities.

Dopplegangers have never been known to sleep; they appear biologically incapable of it, though in their altered forms they will, course, pretend to be asleep when such of action is appropriate, and/or when it will prevent them from being discovered for what they are. Though dopplegangers can form their bodies into the appearance of clothing, equipment, weapons, etc., they generally avoid doing this because of the obvious problems they would have if asked to drop. something they appeared to be holding or wearing. Often they simply borrow materials from the body of whomever they are imitating and wear or carry those. Though listed as being neutral in alignment, dopplegangers might be more correctly viewed as neutral evil, or at least neutral with evil tendencies. They show little respect or concern for humanity and allied races, except when doing so benefits them. They are not prone to go out of their way to promote wickedness, however, and can act in a helpful manner . . . again, when it suits them."

LISETTE: I see, so then these beasts use their ability to read minds in order to both form their identity and to amplify their attacks. And these clothing and equipment imitations... they are part of the bodies of the doppelganger? 

CRAB: Yes, hence why they are keen to take up the equipment of those they slay. While often assumed to be solely magical, this reveals a more... biological take on the doppelganger. Take note as well the addition here of doppelgangers being able to fake sleep, effectively removing the sleep spell weakness.

The specimen container ascends back into the ceiling and swaps once more. A small group of grey humanoids squat inside. They bare fangs at the observation theater.

Advanced Dungeons & Dragons 2nd Edition Monstrous Manual
CRAB: As with all other monsters, the bloat continues as we get further along on the editions. The second edition monster manual details more about how doppelgangers work. Specifically, per 2e, doppelgangers work in groups and infiltrate other groups. All doppelgangers belong to a single tribe, and therefore are all allied with one another. The manual goes on to say that doppelgangers are all basically lazy and greedy, and therefore work to assume the roles of influential people with means and then survive off their accrued wealth. Here, the manual adds this new weakness to doppelgangers of the 2e variety: greed and cowardice. 

LISETTE: Is that grey pallor what they look like in their natural state? 

CRAB:Yes, these 2e dopplegangers and indeed the 1e dopplegangers have a "true form" either implied or explicitly stated. This can be most often seen when slaying a doppleganger, as they revert to their true form on death. Here, we see the doppelganger as a monster move away from being a trap-monster to instead being an entire race, entities with human-like thought patterns and motivations. These creatures are sapient, whereas the Greyhawkelganger could well be a biological automaton- depending on how it is used. 

3.5ELGANGER

Dungeons & Dragons 3.5e Monster Manual [1]
Another specimen container swap, and a tall, gaunt, alien creature stands within. Bulging green eyes and taut skin- the creature had no visible mouth.

CRAB: Well, this one looks better but is pretty much just the same as the ones we saw before it, except that now we've upgraded to the more commonly accepted doppel spelling [2]. Honestly, Wizards of the Coast has such a way about codifying each and every detail of fantastical beasts, rendering them as bland as hard tack. Here, let's just skip this one to the 5e one. 

5TH EDOPPELGANGER

Dungeons & Dragons 5e Monster Manual

The knobbly grey flesh of the doppelganger in the new specimen container shimmers. It stalks the perimeter of the container, dragging a clawed finger against the glass.

LISETTE: This is the most cruel appearance yet. 

CRAB: Certainly, I'm most fond of this style- if we're adopting the idea of a true form at all, that is. The actual text of the monster's description here is more bare bones than the 2e text. With this newest revision, the doppelganger is described more in its role as a spy, an infiltrator, a plot device. No longer a beast that wanders the halls of dungeons, these are the latest evolution of the 2e tribal form, they are strong and cunning, still working in groups though and still lazy. 

Curiously, we get a link to the changeling added in with the 5th Edition. The fae changeling archetype being that of baby snatching, here the doppelganger is described as "assuming attractive male forms to seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother's species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind and join them". So much is said and left hanging here. How do social dynamics of doppelgangers work in 5e? How do they find one another? What would Freud say about the doppelgangers impregnating women and leaving? This is left for us to examine. 

LISETTE: Most of these creatures read thoughts, but do not absorb memories- it seems. Could this be used to identify a doppelganger? 

CRAB: Ah, you're on to something here. For these doppelgangers, in order to truly infiltrate a role well they need to capture and interrogate someone to learn everything necessary to impersonate them. Watching from afar and scanning their thoughts for awhile can get you there too, either way it takes time. 

Now, for the case of when you have a Spot the Impostor moment and you capture both suspects, how do you tell who is who- knowing that one of them can read minds? This gets complicated, but to circumvent their ability to read thoughts- thus adopting the expected personality- you need to get a third party who does not know the suspected candidate. A traveler, or someone otherwise disconnected, can thus pose questions that can be confirmed with a separate third party. Again, however, this takes time, and is only really feasible if the doppelganger can be captured first. Enough of the Wizards and TSR though, let's look further afield. 

Generally speaking, there are two types of doppelgangers used in roleplaying media, though their distinctions can blend at times:

  • Type One: The Person: As with 1e+ from TSR and WotC products, the Person is a doppelganger that possesses all of the qualifications for humanity plus the supernatural abilities of shapeshifting and sleep/charm resistance. They can be reasoned with, bargained with, and act more as a race of humanoid than monster.
  • Type Two: The Monster: These are not people. This is a monster, a creature that has poorly understood, if they are even capable of being understood, or even animalistic instincts. A creature that has adopted shapeshifting as an evolutionary mechanism. It may act with the semblances of intelligence, but it is only a Chinese Room aping sentience. The Greyhawkleganger, as written, could be one of these. 

 Let's examine some works from around the sphere and see what everyone else is doing with doppelgangers.

GOBLINGANGER

Obligatory Oglaf
An Arnold K. classic, this is both a GLOG class and a brief on the race of doppelgangers. These Centerran doppelgangers have a silver weakness and lack the ability to read minds. Created by wizard experimentation that fuses 10 people into one, these are biologically immortal creatures.

Arnold's doppelgangers are distinctly Type Ones, they have distinct, individual personalities and are afraid of losing their identities. Doppelgangers can meld with other doppelgangers, or those affected by a drug made from their blood. During this melding process, the memories and XP of the participants of a meld are equally distributed, thus mixing up everyone in the meld. This is seen by many as horrifying, but the drug is intoxicating and so people take it. For the doppelgangers, some fear losing their memories and defined sense of self. Others embrace transitioning to a Type Two doppelganger, becoming "...an intelligent animal-- not a person-- filled with unrelated memories and no real intention... these doppelgangers are the most dangerous, because they are all mad."
 
THE THING
Inspired by John Carpenter and a dislike for how often doppelgangers have been used as the crux of poorly formed social mysteries, The Thing comes to us from Great Job at boxfullofboxes. This is a Type 2 doppelganger which works by absorbing creatures, gaining the ability to perfectly mimic, mentally and physically, any creature that it assimilates.These Things can then split apart and create new, independent things that can communicate with one another but do not act as a hive mind. 
 
Type 2's are generally like this, acting as parasites that can grow exponentially in human environments and can present a dire threat to society if not handled. In the case of these doppelgangers, I'd say they could best be used in a Mothership adventure with a good group of NPCs in an isolated environment, with the crux being identifying who the Thing is sooner as opposed to later. 
 
DUNGEON MESHI PLUG
Dungeon Meshi (go read it)
Coming to us from a post at riseupcomus, these are a variant of doppelganger creature as experienced by the adventurers in the wonderful Dungeon Meshi. These doppelgangers are Type 2, but not the horrible world ending hateful variety. A doppelfungoid can be any sort of slime or mold in a dungeon. The fungus creates an approximation of an adventurer based upon the perceptions of their companions. As in the manga, this leads to a blooming number of imperfect copies of the adventurer, with each doppelfungoid being a representation of how the others view their companions. 

A neat idea, and there some added bits about running these beasts and how they operate, ultimately the doppeloids are hallucinogenic fungal colonies. These aren't the social gaming assassin kings of some worlds, but instead an interesting challenge to encounter in a dungeon.
 
GRADIENT DESCENT
Androids from Gradient Descent
An honorable mention here! These androids are indistinguishable from humans, and you can only tell that they are infiltrating society after killing them and scanning their bodies. Otherwise, totally indistinguishable. Infiltrator androids feature throughout the wonderful scifi megadungeon and are used as ways to challenge whether or not the players have already been replaced by means of the Bends mechanic, which builds up over time and can result in a player character being revealed to have been an infiltrator android the whole time. 

These are not-quite-doppelgangers, lacking a shapeshift ability, but fit in the same broad categorization of "creatures that assume the shape of others and infiltrate society". 

GOODMAN GAMES DOPPELGANGER
The Complete Guide to Doppelgangers
A product made for 3.5e, this supplement changes up the formula of the WotC doppelganger significantly. These doppelgangers are part of a greater gestalt, their telepathy creating an almost hivemind-like functionality which allows perfect communication, destroying the identity of self inside of individual doppelgangers and instead creating a community of moving creatures. 
 
These doppelgangers have a lifecycle, being born as nascent doppelgangers they can eventually become mimics, and the mimics can be fused into doppelstadt. These doppelstadt are the central nervous system of a doppel colony, they birth new doppelgangers, maintain memory wells of all past experiences that the colony can draw upon, and can communicate over great distances telepathically. Doppelstadte of the same geneline come together to form gestalts, and these gestalts are all in competition to consume the planet.
Junji Ito- Hellstar Remina

On an individual level, these are Type 2s, but the supplement applies so much personification to the doppelgangers here that they function, as a whole, as a Type 1. Gestalts have personalities and idiosyncrasies that are shown off in all members of the gestalt, and they have wants- as well as myths. All doppelganger gestalts have the myth of the Zeitgeist. They believe that the world is alive, and all life is part of the communal spirit of the world. Through overtaking the whole planet, a gestalt becomes the spirit of the current age and will ascend to a new plane of existence. Humans and others are insignificant and nothing, their communication imperfect in the face of the perfect and total communication of the telepathic gestalts. To them, the races of men do not qualify for sentience, and they are pitiable for that. 

This supplement is filled with some really great ideas that I haven't seen picked up elsewhere. Urban doppelstadte can be buildings, filled with mimics and doppelgangers, whole cities replaced. Dungeon doppelstadte are orphans from their gestalts and are often deranged, living dungeons that can make pacts with monsters to live within and attract fresh nutrition (adventurers). Then there's the rustic and elf friendly doppelstadte, groves of trees with doppelgangers unable to read human thoughts but instead communing with animals. 

Going even further there's the ideas of urban doppel gestalts following the individual lives of people in the city as one would watch a TV show- this is fertile ground for usage. There are avatars, great doppelgangers who can take on the full class level and abilities of identities long gone- recurring villains as emanations of the same doppelstadt. These doppelgangers are not parasites or leeches, they are apex predators that pit societies against one another to make them more ripe for replacement.

THE CHANGELING
David Romero
Yet another new specimen container settles into place. This one contains an exact duplicate of LISETTE. It smiles and waves at the observation theater.

CRAB: And finally, we have your doppelgangers. In your world, they would be known as changelings, but what's in a name? 
 
LISETTE: The others revealed their true forms in your cages, what of this one? 
 
CRAB: Well, your beasts are special. You see, we're dealing with another Type 2 doppelganger here. An unnatural monster which eats distress and distrust. They feed off of causing pain, and act in whatever way can create the most distress and suffering. What's worse, these creatures don't read minds. They don't need to, they assume the form of their victim and in doing so duplicate their exact personality, memories, everything. They can do this change in an instant, to. As I'm sure you recall, they can change so quickly that the brain can't keep up, and you have no way of recalling which was the original. 

LISETTE: Surely there must be a weakness?

CRAB: These ones are nasty. Unlike our other specimens though, they're evil to the bone. A Detect Evil spell will catch them, easily. They're also immune to sleep and hold type magic, and like others they can't replicate magical gear, nor can they cast spells. The final kick is they have a single distinguishing feature- a small jewel in their hearts that doesn't transform when they do.

LISETTE: Perfect memory duplication? How in the world then do we determine which is a doppelganger without the use of magic? 

CRAB: I'm afraid that's really it, unless you want to resort to some long-drawn out torture sessions, but even that may not be successful. No, your particularly challenging doppelgangers can only be found out by magic, or death. 

A slight vibration fills the room. Octarine mist pours in through the theater doors. 

CRAB: That sounds like Athena is here to take you back- LISETTE, take this and use it well! We don't have time to finish any more training, take what you've learned here and finish the job!

Producing a wrapped brown paper package, CRAB shoves it into LISETTE's hands as the mist spirals around her.
 
LISETTE: But what's my job-
 
A blinding flash of Octarine fills the room, and on clearing- CRAB stands alone.

END TITLES 

 
DEREK enters the observation theater and looks around.

CRAB: Too late, she's gone. Athena grabbed her before we could teach her anything else.

DEREK: Coo.

CRAB: Well, I gave her the goggles, so that should help her a bit. She should do fine with your training after all. Hey, what's this? 

As the mist disperses, a small statuette of a silver owl remains where LISETTE once stood. 

DEREK: Coo.

CRAB: My thoughts exactly. I'm not done with beating the doppelganger horse to death, there's still at least one more course to go. Come on, let's take this up to the Scryatorium.

As CRAB and DEREK leave, the shot pans slowly across the industrial examination hall and back to the specimen container. Inside, the changeling is laughing.

FADE OUT

Notes and Rants
[1] Whenever I look at a stat block from 3.5e+ products my eyes glaze over and all I hear is rising static and a tinnitic crescendo. Is that just me?
[2] Not harping on the point here, just documenting the linguistic trends. Even scholarship from the 70s to the early 2000s was spotty on how to spell doppelganger.

Third Course, Doppelgangers

Wednesday, August 24, 2022

First Course, Doppelgangers

Evan Yao

Appetizer, Doppelgangers

INT. CRAB DUNGEON. GYMNASIUM 11 

The gymnasium has gothic styled vaulted ceiling and is the size of a cathedral. Where one would expect windows, there are instead large motivational posters and charts explaining nutrition and health. Throughout Gymnasium 11 are floor mats and scattered obstacle courses. Several pairs of hodgepodge humanoid creatures are sparring. In one corner, DEREK observes a vicious match between a lithe and scarred elf and LISETTE

Both figures are stalking in a circle around one another, striking and parrying as opportunity arises. The elf's rapier bites and stabs as LISETTE parries with her dagger and ducks, swinging into openings and leaping over rebuttals. With a flurry of action, LISETTE steps to the left of a rapier aimed for her heart and presses her dagger against the elf's neck. 

DEREK: Coo.

Elf and human draw back and sheathe their weapons before bowing to one another. CRAB suddenly appears behind DEREK, clapping for LISETTE

LISETTE: Master CRAB, a surprise to see you down here. How was my performance? 

DEREK: Coo. 

CRAB: Yeah, gotta say you've been getting better. It's only been a few weeks and you're slashing and stabbing with the best of them. 

LISETTE: It is all thanks to Sir DEREK's tutelage and your kindness in providing these facilities.

LISETTE glances around the room suddenly. 

LISETTE: Has something... changed? 

CRAB: Oh, yeah, narrative format just shifted left a bit, trying something new. Don't worry about it. 

LISETTE: Once more, I am afraid that I am at a loss to the ways of wizards. With how my training is proceeding, when do you think I will be strong enough to return and defeat the face-stealing monsters? 

CRAB: Doppelgangers. Well, your fighting skills are much improved and you've rested long enough. It's high time we start teaching you about just what it is that you're up against. You two finish up and meet me in Lecture Hall 4. 

INT. CRAB DUNGEON. LECTURE HALL 4

Two hundred empty chairs and desks are arranged in rows, sloping down on a slight incline and facing a long wooden stage with a podium to one side and a projector screen set in the middle. LISETTE enters the room and finds a seat in the middle rows. 

Just as she sits down, CRAB enters the room, followed by a parade of skeletons who file in to empty chairs across the hall. 

CRAB: Don't mind them. I work better with an audience and they could use the exercise. So, let's get to it. There may be some things you don't understand just now, but one day you may come to uncover their meaning. Now, on to the show.

The projector hums to life. 

FIRST DISH: ORIGINS

Mark Wojhan

Ere Babylon was dust,

The Magus Zoroaster, my dead child, 

Met his own image walking in the garden. 

That apparition, sole of men, he saw. 

For know there are two worlds of life and death: 

One that which thou beholdest; but the other 

Is underneath the grave, where do inhabit 

The shadows of all forms that think and live 

Till death unite them and they part no more

-Percy Bysshe Shelley, Prometheus Unbound, lines 191–199

CRAB: So, what is a doppelganger?

LISETTE: Those monsters that attacked me. They are face stealers. Horrible, frightful creatures that mimic people's behaviors and likenesses.

CRAB: Well, that's certainly a sort of doppelganger. You see, throughout history the doppelganger has had a most curious evolution, and eventually when D&D came about, the doppelganger saw its first implementation in tabletop play with the Greyhawk supplement in 1975 and has been pretty consistently included just about everywhere.

LISETTE: ... what is an RPG? Did this Gary create these monsters? What does a gray hawk have to do with this?

CRAB: Oh, right, fourth wall. Maybe we should go a bit further back in time and start at the beginning.

LISETTE: Will that tell me how to defeat them?

CRAB: All in good time. First, we need to establish a common contextual basis to work our discussions from. O Wraith of Research, Mad and Rabid, I unshackle you now that you may present us your findings!

The projector howls in torment and sputters as violent and oily black smoke pours out and the presentation begins.

We'll use the more common spelling present in RPG media of doppelganger as opposed to the German doppelgänger, which would be broadly more accurate as the term originates from the German Romanticist period as a central trope in gothic literature. The author Jean Paul coined the term in the 1796 novel Siebenkäs, wherein an unhappy marriage is ended when the husband fakes his own death (Fonseca). In the footnotes we have the beginning of the literary term doppelganger which Jean Paul initially defines as:

so heissen sie Leute die sie [sich] selbst sehen
"so people who see themselves are called"

The word itself can be translated as "double goer" and doppelgangers or the habit of seeing oneself appears to have become more common in the Enlightenment era. E.T.A. Hoffmann continues the budding tradition with his story "Die Doppeltgänger" in 1821 and then, more famously, with Die Elixiere des Teufels (The Devil's Elixir) and "The Sand-Man" in his collection Nachtstücken. Truly, the list of 1800s doppelganger stories goes on and on, with Robert Louis Stevenson's The Strange Case of Dr. Jekyll and Mr. Hyde (1886), Fyodor Dostoevsky's The Double (1846), Hans Christian Andersen's The Shadow (1847) and, most in line with the modern concept of the doppelganger, in Edgar Allen Poe's "William Wilson" (1839). 

These Enlightenment era incarnations of the doppelganger are certainly not the earliest conception of the idea of a double. There are a variety of claims to the mythological origin of doppelgangers and doubles[1], as Otto Rank attests in "Der Doppelgaenger" (1914) that ancient traditions and folklore held the double as the first conception of the soul, related to beliefs that the shadow was a second self. In the last two hundred years there have been continuing folk tales surrounding Catherine the Great who is alleged to have seen her double and had her soldiers shoot at it until it disappeared (Sherman), Abraham Lincoln who saw his doppelganger in a mirror (Borchard), and of course Percy Bysshe Shelley. Shelley's account gives us a most thorough examination of the doppelganger, and one that will ring familiar to modern audiences. Let's have a read of his famous encounter as recorded by Mary Shelley:

"...Williams went to Shelley, who had been wakened by my getting out of bed—he said that he had not been asleep, and that it was a vision that he saw that had frightened him. 

But as he declared that he had not screamed, it was certainly a dream, and no waking vision. What had frightened him was this. He dreamt that, lying as he did in bed, Edward and Jane came in to him; they were in the most horrible condition; their bodies lacerated, their bones starting through their skin, their faces pale yet stained with blood; they could hardly walk, but Edward was the weakest, and Jane was supporting him. Edward said, “Get up, Shelley, the sea is flooding the house, and it is all coming down.” Shelley got up, he thought, and went to his window that looked on the terrace and the sea, and thought he saw the sea rushing in. Suddenly his vision changed, and he saw the figure of himself strangling me; that had made him rush into my room, yet, fearful of frightening me, he dared not approach the bed, when my jumping out awoke him, or, as he phrased it, caused his vision to vanish. 

All this was frightful enough, and talking it over the next morning, he told me that he had had many visions lately; he had seen the figure of himself, which met him as he walked on the terrace and said to him, “How long do you mean to be content?” no very terrific words, and certainly not prophetic of what has occurred. But Shelley had often seen these figures when ill; but the strangest thing is that Mrs. Williams saw him. Now Jane, though a woman of sensibility, has not much imagination, and is not in the slightest degree nervous, neither in dreams nor otherwise. She was standing one day, the day before I was taken ill, at a window that looked on the terrace, with Trelawny. It was day. She saw, as she thought, Shelley pass by the window, as he often was then, without a coat or jacket; he passed again. Now, as he passed both times the same way, and as from the side towards which he went each time there was no way to get back except past the window again (except over a wall 20 feet from the ground), she was struck at her seeing him pass twice thus, and looked out and seeing him no more, she cried, “Good God, can Shelley have leapt from the wall? Where can he be gone?” “Shelley,” said Trelawny, “no Shelley has passed. What do you mean?” Trelawny says that she trembled exceedingly when she heard this, and it proved, indeed, that Shelley had never been on the terrace, and was far off at the time she saw him. Well, we thought no more of these things, and I slowly got better."

- The Life and Letters of Mary Wollstonecraft Shelley

Aleksandra Waliszewska

From these letters, we can see Percy Bysshe Shelley's doppelganger encounters were of the nefarious nature, as he encounters visions of his doppelganger strangling Mary Shelley as well as his doppelganger asking, which I can only read with the thickest layers of Victorian sarcasm and disgust at the subject, "When will you be content?". It is this version of the doppelganger, cruel and exhibiting behaviors contrary to the primary subject's asserted ego, which would continue to set the world of gothic literature alight.

We also have the "identical person" tales appearing around the same era. Dickens' A Tale of Two Cities (1859) sees no occult or anomalous means, rather just two people who look the same. These sorts of stories have the doppelganger function not as a beast, but instead a contrivance to allow a plot twist in one way or another, a common plot in our time will have the people who look the same commit a crime in the name of the other and get away with it. On the lighter side, there is the "separated from birth" trope which we can see in media from Shakespeare's A Comedy of Errors (1594) all the way to The Parent Trap (1998). These cases, again, are not the monstrous identity stealing doppelgangers, but instead alter egos or just look a likes. For our purposes, these do not count as doppelgangers as they are rarely used to do something key to the role of the monster- challenge a sense of personal identity.

Back to this early on the idea of a doppelganger as being distinct from a double or shadow, this begins taking route in culture as the gothic writers continue to take hold. So, what is this creature that haunts these varied Victorian era writers? "It is necessary to be clear about the nature of the true double, or Doppelganger. The Doppelganger is a second self, or alter ego, which appears as a distinct and separate being apprehensible by the physical senses (or at least, by some of them), but exists in a dependent relation to the original ... often the double comes to dominate, control, and usurp the functions of the subject’’ (Vardoulakis) and to this we add on some sprinkling of Ralph Tymms thoughts that the doppelganger has an emphasis placed on "the magical, occult, psychical, or psychological qualities" of the double (Tymms). 

Taken together, we get the rough diagram of what the early conception of the doppelganger was. A second self or alter ego that is separate from the self (but does not exist without the self), and desires to usurp or control the self. This second self is magical, occult, or otherwise anomalously linked to the self. 

Fonesca, T
Our definition fits many a literary doppelganger, a classic case being that of Dostoevsky's The Double, wherein a low level bureaucrat encounters his doppelganger one day and eventually goes mad as his doppelganger tries to take control of his life. He does everything better, is better liked, and this slowly drives the main character insane. The implication from Dostoevsky's take though is not a monstrous creature infecting the life of a poor man, but of the man going mad, losing his identity and going mad- seeing others as himself [2]. This projected doppelganger, i.e. the double is not really you, continues throughout history and can be seen again, in another form, in David Fincher's 1999 film version of Chuck Palahnuk's Fight Club (1996). For our purposes, we can throw the Fincher classic into the "alter ego" trope bin, but the threads connecting these works are quite clear.

As far as film doppelganger go, there's a long history of their use. Aside from the notables already discussed, I would like to highlight some more recent examples. Notably, It Follows. In this 2014 horror film directed by David Mitchell, the doppelganger is definitively more in the supernatural/occult sphere. A curse afflicts people in this film, and it can be transferred to someone else through sex. We'll set aside the thematic implications of this for others to discuss and instead focus on the doppelganger itself. It can only be seen by those with the curse or who have had it before. The doppelganger moves forward, towards the person afflicted with the curse, until it reaches them- then kills them brutally. Normally, the doppelganger takes on the form of a stranger [3], appearing as a random person in a crowd determinedly walking towards the afflicted person. There are notable cases though where the entity displays some degree of, if not sentience then at least a desire to cause emotional distress, such as when the creature takes on the form of the main character's deceased, nude father- or when it takes on the form of another character's mother before killing him. Again, the themes of the film are worth analysis- but not here. 

A commonality amongst doppelgangers is to use the appearance of loved ones to cause distress, usually through assuming the form of a loved one or the subject themself, creating an abjection of identity. This crisis creates a sense of the uncanny, that you are not who you think you are, disrupting the presumed order of the world.

LISETTE: Who are all of these people? 

CRAB: Just wait, I think the Wraith is going to start in on the good stuff now.

LISETTE: Is this going to help me defeat these doppelgangers?

CRAB: That's the idea. I find learning the histories and inner workings of something can better prepare you for it.  

CRAB, ASIDE: Or, for some nebulous amount of you out there, provide ideas on how best to use and apply monsters like this.

LISETTE: This Wraith of Research sounds a good deal like you.

Yes. Now let's discuss the Freud of it all.

SECOND DISH: A HELPING OF THE UNCANNY

So, just why are doppelgangers so common in horror media? As we have seen, the idea existed before Gygax first introduced it with the Grayhawk supplement, but why? What's the reason that the doppelganger is so unsettling- so frightening? Let's take a diversion and talk about the things that spook us and why they do it. Let's start with an example to work with; here's something that you could pull off of any nosleep subreddit post or backrooms forum:

I only know a few people that have seen them. When I first heard an old hiker buddy of mine grumbling about "parking lots in the woods" I thought he meant those turn off lots near national parks where hikers leave their cars before hitting trails. But he just shook his head. "No, not the ones outside of the woods, the ones inside. You find them sometimes, out in the deep woods." 

He stopped talking about them after that and let me be. It wasn't until a year or so later that I was on a solo-hike in the Adirondacks, just backpacking and checking out some of the peaks. Just after checking out Pyramid I was making my way to the Gothics to camp out for the night. The sun was already setting and I was considering just calling it quits and setting up down in the valley when I saw something that reminded me of what my buddy said. 

It was a parking lot. Keep in mind here I'm a couple hours away from the nearest building, a couple of old hikers inns up north aways, and then at least six hours from I87. There's no good reason for there to be a parking lot in the middle of the forest out here, much less one with a working streetlight, so I went to go check it out. 

As I got closer, I saw it was maybe a hundred feet at the widest, just a big, flat square of broken asphalt. One end of it had this big streetlight all lit up, but otherwise there was nothing in that lot. No cars, no animals, nothing. I hiked around the outside of it and couldn't find even a hint of a road leading to the place, it was just totally disconnected and in the middle of the woods. 

Now, I was spooked a bit but still curious. The asphalt looked like it was only a couple years old, but there were huge cracks in it running through the lot with big, gnarly looking roots poking up. I went up and checked out the streetlight, but couldn't find any markings on it. Really, I had hoped to find the number for at least a utility company or something that I could call up and ask about the lot, but there wasn't as much as a mark on that pole. It just sat there, buzzing. At that point, the sun was pretty well set, and I noticed that I couldn't hear any birds or bugs, just that buzzing bulb on the streetlight. 

This part is a bit hazy, maybe I was tired, I don't know. But I swear there was someone else on that lot. Just when I turned around from the lamp post, I saw someone hiker on the other side of the lot, walking away. I tried calling out, but they didn't turn around, so I went and followed them out of the lot to see if maybe they knew what this place's deal was. 

By the time I gave up following them, the last light of the sun was gone and I decided to just make camp where I was. It must have only been a couple hundred feet from the parking lot, but I couldn't see that light anymore. At least I could hear the bugs going again. 

I swear, it was just a couple hundred feet from that parking lot. When I woke up in the morning and packed up the camp, the Gothics were gone, Pyramid was gone, Sawtooth was gone, and that lot was gone too. There was nothing familiar on the horizon, just more hardwood forest and unfamiliar mountains as far as the eye could see. 

Rangers picked me up a couple days after that, my beacon worked and they found me hungry and wandering the woods. I didn't understand how I could have gotten lost for days out there, so the first thing I asked them was where I was. Maine. I was in Maine. Somehow, I'd gotten over a half dozen state routes and highways and two hundred miles to the northeast of the Gothics. 

These days, I warn people to just walk away if they see a parking lot in the woods. I've heard some more stories from other hikers about them now. Some are like mine, and they show up far away from where they thought they were. Others, they tell stories of friends who went to go check out a parking lot and never came back. 

This sort of thing shows up all the time and once you recognize the beats it gets to be pretty obvious. So, what's at play here? 

  • Woods setting established, comes with expectations for nature
  • Parking lot is in the woods, disrupts expectations of a forest setting
  • No marking in the lot and the lights are working, continued disruption
  • Person in the parking lot, something even more disrupting
  • Finally, the main character is transported far away, a final break in the order

Boil it all away and it's a series of increasing points that put something where it should not be, creating a feeling of the uncanny. So what is uncanniness and what causes it?

Aleksandra Waliszewska
The German word unheimlich is obviously the opposite
of heimlich, heimisch, meaning “familiar,” “native,” “belonging
to the home”; and we are tempted to conclude that
what is “uncanny” is frightening precisely because it is not
known and familiar. Naturally not everything which is new
and unfamiliar is frightening, however; the relation cannot
be inverted. We can only say that what is novel can easily
become frightening and uncanny; some new things are
frightening but not by any means all. Something has to be
added to what is novel and unfamiliar to make it uncanny.

-Sigmund Freud, The Uncanny (1919)

"Unheimlich, in other words, is not simply that which is not homely: it is that which is familiar, of the self and known to the self, yet supposed to remain hidden from the self, but has become apparent, has become visible to the self" (Rahimi). Freud keeps going for quite a bit after this, examining the works of the person whose works the essay The Uncanny is about, Jentsch. In his article On the psychology of the uncanny (1906), Jentsch proposes that what makes something uncanny, something common in various contexts, is "the ambivalence and duality of the states of objects and the modes of being of subjects", and that an esssential element of this is a state of undecidability, making it so that the observer "doubts whether an apparently animate being is really alive; or conversely, whether a lifeless object might not in fact be animate" (Jentsch). In fact, let's take this whole passage from Rahimi discussing Jentsch and Freud:

Somehow, however, Freud appears to have missed or ignored an important detail in Jentsch’s account, namely the reason why that specific uncer-tainty would have the effect in question. In what may well be the most essential claim of his theory of the uncanny, Jentsch explains the impact of uncertainty as ‘‘the feeling of being threatened by something unknown and incomprehensible that is just as enigmatic to the individual as his own psych usually is as well’’ (1995[1906], p. 14, emphasis added). The significance of this passage lies, almost camouflaged, in the rather casual reference made here to the comparison between the threatening incomprehensibilities of the unfamiliar object and the familiar self, one’s ‘‘own psyche.’’ To be sure, however, the casual subtlety does not denote Jentsch’s lack of awareness of the significance of the idea, which coincides directly with Lacan’s later notion of extimit and his formulation of the self as alien to itself (see below for details). In many ways the rest of Jentsch’s article consists of an elaboration of that very same idea. In another of his examples, which Freud again hastily mentions and dismisses, Jentsch speaks of the uncanny effect that can be produced by observing an epileptic fit by a person unfamiliar with that phenomenon. Jentsch, says Freud, uses the examples of epileptic seizure and psychosis to argue that these can produce uncanny experiences in spectators by producing, ‘‘the impression of automatic, mechanical processes at work behind the ordinary appearance of mental activity’’ (1919, p. 226).

Jentsch’s actual argument, however, is more sophisticated than suggested by Freud. The epileptic seizure or psychotic behavior, says Jentsch, reveal upon the spectator, ‘‘the dark knowledge’’ that s ⁄ he has been wrong in attributing familiarity to what ‘‘he was previously used to regarding as a unified psyche’’ (1995[1906], p. 14). The epileptic attack, he writes, ‘‘reveals the human body to the viewer’’ (ibid.). But what exactly is that ‘‘dark knowledge’’ which is ‘‘revealed’’ to the spectator of madness or epilepsy to cause an uncanny fear? The viewer, according to Jentsch, becomes aware of the erroneous nature of his or her familiar understanding of ‘‘the body that under normal conditions is so meaningful, expedient, and unitary’’ (ibid., emphasis mine). That dark uncanny knowledge, in other words, consists of the realization that the ‘familiar’ body on which we so ‘naturally’ project the qualities of meaning, expediency and unity, which we were ‘‘previously used to regarding as a unified psyche,’’ can so easily become an alien ‘unfamiliar’ object devoid of understandable meaning and lacking unitary cohesion. It would appear then, that Freud’s reading of Jentsch’s claim as ‘‘the impression of automatic, mechanical processes at work behind the ordinary appearance of mental activity’’ (1919, p. 226) may have missed an important note here.

LISETTE: What in the world does any of that mean?

CRAB: Freud was hasty and dismissive, Jentsch probably hit the nail on the head. To sum it all up, the uncanny happens when the familiar is unfamiliar, or in an undecidable state. For Freud, "things of terror" are made uncanny after the formation of the ego. 

The ego appears, after all, at (and as) the end of a magnificent and frightening phantasmagoric procession that comes forth from the real and ends in the symbolic. Paradoxically, it is this ‘procession’ that creates both the ‘real’ and the ‘symbolic’. Before the ego, there is no real and no place within the symbolic from which to conceive of the real. There is no integrated self and therefore no fear of its disintegration, no ego and no world. It is only after the ego comes to exist that the notion of annihilation, and the ‘horror’ of such annihilation can be experienced in a symbolic sense, and it is the very process of creation of the ego that is inseparably associated with that horror. The very process that creates the specter of annihilation, in other words, is the process that overcomes it through denial which is signification, the death of the object. On the more personal side as well, paradox reigns supreme insofar as the production of the ego is simultaneously a denial and a recognition of a difference and of a sameness. On the one hand, the recognition of the ‘I’ is a denial of the difference that exists between the image and the viewer who self-identifies with it. This is the source of alienation that is always already the lot of the human subject...

CRAB: See, this all is tangential with Rahimi's idea that Lacan's Stade du Miroir or mirror stage is what forms the ego. Freud has this whole theory that, of course, revolves around threats of castration as being what transitions a person from childhood primal narcissim to having an ego that recognizes self and reality, but Lacan's Stade du Miroir posits that the ego is formed in the mirror stage, when the primal narcissist begins to form their identity- through observation of the self.

The ego, in this way, is reliant on your eyes, the specular. They create the associations "that unite the I with the statue onto which man projects himself, the phantoms that dominate him, and the automaton with which the world of his own making tends to achieve fruition in an ambiguous relation" (Lacan). As a consequence, it is those things that disturb this logic, that challenge the nature of the ego's self identity which binds the gestalt of identity to inner experiences that "would become terrifying in the uncanny sense of terror, because it threatens to unveil the original ‘lie’ that we have told ourselves regarding the ‘sameness’ of that image and the I" (Rahimi). [4]

LISETTE: So, these doppelgangers, they are terrible and frightful because they make people challenge their own identity? Their own understanding of the world? 

CRAB: Precisely. And really, that sort of challenge may well be the underpinning for all things that we find frightful.

Blood People, Shapeshifter
Would you like to feel like a doppelganger? Taste the slavering hunger to be someone else? Maybe even anyone else? Immerse in a new identity- reseat your ego and assume a new personhood? A final passage for this meal:

Roleplaying is a form of self-conscious ego alteration in which the performers no longer change identities subtly, as they must do in the mundane world. Gamers become hyperaware of their own personality manifestations, adopting alternate vocal patterns, attitudes, and histories for their characters. Roleplayers experience something akin to a “double consciousness”; in-game decisions are made by the character, but the player is cognizant during the whole process and realizes the discrepancies and similarities between the behavior of the two selves. Immersion into character becomes even more intense when players physically “act out” their characters actions and don costuming in Live Action roleplaying games and at conventions.

-Sarah Lynne Bowman, The Psychological Power of the Roleplaying Experience

END TITLES

"Blood People- Shapeshifter" begins to play.

The belching smoke of the projector takes on the form of a concert of players as music pours out and CRAB hands LISETTE a bag of popcorn.

CRAB: Doppelganger as roleplay enthusiast, there's something.

LISETTE: Honestly it feels a bit insensitive in light of my previous experiences. 

CRAB: Yeah, alright, fair. With all the theory and research leading up to it, next up it's time we visit the zoo and talk about types of doppelganger. 

LISETTE: There's more than one?

CRAB: Broadly, yes. The taxonomy of doppelgangers is, frankly, uninteresting, but the variety in types and how they operate should prove of use to you. 

LISETTE: If you know the enemy and know yourself, you need not fear the result of a hundred battles.

CRAB: ... just who has been teaching you Sun Tzu? 

LISETTE: Sir DEREK, he has quite a lot to say about strategy. He also leant me a collection of moving pictures that depict great battles to watch, it has been exhilirating. Your talking fireplace has been very helpful explaining the parts I am unfamiliar with.

CRAB: CARMINE? Yeah, poor little fire elemental. All they want to do is read, I'm still working out how to make that work with his whole, you know, being a fireplace thing. Keep quiet about moving pictures and the like if Athena asks, she might get testy about teaching you more than you need to know.

LISETTE: Can we learn about whatever that bat creature is next?

CRAB: What bat creature?

CRAB: Oh. Yeah, ask DEREK about album covers later. Pretty sure his jazz album got popular. Anyways, see you all for the second course.

FADE OUT

Notes and Rants

[1] I found no less than fifteen articles from a variety of websites and four published books that used this exact phrasing in reference to mythological doppelgangers: "In Ancient Egyptian mythology, a ka was a tangible "spirit double" having the same memories and feelings as the person to whom the counterpart belongs." This line, as close as I can ascertain, originates from the doppelganger Wikipedia article, specifically an edit and summation made by contributor 83d40m in February of 2013. Further research revealed the addition of this specific claim of Egyptian beliefs being an early form of doppelganger was made in August of 2010 by anonymous contributor 71.111.229.3 whose sole contribution to the website was to add that line. Another line that kept appearing in research was a bit about Norse mythology being linked to doppelgangers, and the source for this appears to be an edit from Wikipedia contributor Xanthoxyl in January of 2007, again with no citation but this time with some tenuous links to actual folklore that I could find. 

I do not envy the task of maintaining Wikipedia articles. At the very least, this instance provides a hard reminder to check your sources. If anyone knows an egyptologist or a similarly rabid pedant, I am curious to know the truth of this matter.

[2] The 2013 comedy version of The Double with Jesse Eisenberg and Mia Wasikowska was very well shot, props to Richard Ayoade. 

[3] Stranger, is not actually fully true here. Take a look at this post for some analysis on the forms that the doppelganger takes. The ground is fertile for interpretations on the doppelganger entity's forms- are they projected by the person seeing them? If that's the case, then why is its first form when seen walking to Jay an apparent version of Hugh/Jeff's mother? The Freud is strong with this film.

[4] The ego, the ocular, and the uncanny: Why are metaphors of vision central in accounts of the uncanny? by Rahimi goes on to discuss that as mirrors became more commonly available to people, reports of doubles and doppelgangers increased. He continues to discuss Lacan at length and the mirror theory, really a worthy read. It reminded me that there's some curious links to be found between VR, mirrors, and identity. I can't speak for the veracity of the claims, not using VR myself, but these videos propose some ideas that Lacan may well agree with, that mirrors can not only form the ego but reshape it.

References

Borchard, G. A., & Bulla, D. W. (2015). Lincoln mediated: The president and the press through nineteenth-century media. Transaction Publishers. 

Bowman, S. L. (2007). The Psychological Power of the Roleplaying Experience. Journal of Interactive Drama, 2(1), 1–14.

Fonseca, T. (2006). The Doppelgänger. Icons of Horror and the Supernatural: An Encyclopedia of Our Worst Nightmares, 1, 187-214.

Freud S. (1919). The uncanny. 

Jentsch E (1995[1906]). On the psychology of the uncanny. Angelaki

Lacan J (1949). The mirror stage as formative of the I function. In: E´crit: The first complete translation in English, Fink B, translator, 75–81. New York, NY : Norton, 2006.

Marshall, Florence A., (2011) The Project Gutenberg eBook, The Life and Letters of Mary Wollstonecraft Shelley Volume II, Project Gutenberg, 13-14.

Rahimi, S. (2013). The ego, the ocular, and the uncanny: Why are metaphors of vision central in accounts of the uncanny? The International Journal of Psychoanalysis, 94(3), 453–476. https://doi.org/10.1111/j.1745-8315.2012.00660.x

Sherman, J. (2015). Storytelling: An Encyclopedia of Mythology and Folklore. Routledge.

Tymms, Ralph.(1949) Doubles in Literary Psychology. Cambridge: Bowes & Bowes.

Vardoulakis, Dimitris., (August 2004) ‘‘The Critique of Loneliness.’’ Angelaki 9 : 81–101.

 

PAYING THE JOESKY TAX

The Cleft-Blade of the Thief King

A dagger made from a pale glassy and transparent metal. Attacks are treated as magical, but otherwise deal a d6 in damage. On a successful hit, the dagger steals an ability from whatever is struck. The blade of the dagger changes shape to represent the ability stolen. Once an ability has been stolen, the creature it was stolen from cannot use this ability without passing a save vs. magic. The bearer of the blade may use this ability once, but upon use the creature the ability was stolen from can use the ability again as normal.

Be up front about what it can do now with your players. For example, if they use it on a Bandersnatch which can grab something with a +10 to the roll, tell the player that they can do that with the dagger now.

Second Course, Doppelgangers