The Kickers are concluded, and the story is done. To my knowledge, this is the only game of Sorcerer that I've been in which is now visible start to finish on record (OK, granted, one session is a verbal account). I'd certainly love to learn what an observer thinks of it.
One sorcerer ending with moderately decent Humanity, due to plenty of empathic moments as he acted on a strong desire to recapture friendship in his life. Whose one injudicious use of Lore and two significantly failed attempts to use Humanity, however, resulted in two tragic deaths and utter emotional destruction. Who has apparently left the path of sorcery entirely as well ... although his demon sits patiently, waiting.
One sorcerer ending with dangerously low Humanity, due to walking a couple of moral lines and less luck in the Humanity checks ... but with a fully-affirmed family, a frightening network of power across the region, a committed and loyal demon, and an opinionated but nevertheless skilled mentor. "Yes, I've paid with pieces of myself - but I drove a good bargain." He's the one whose turns may not ever have been virtuous, but were arguably not far from good.
And one also with low Humanity, a destroyed life in any terms you or I could understand, ill and injured family and close acquaintances in the road behind, a fugitive ... yet also everything she wanted and dreamed, far beyond what even those she previously idolized could have imagined, with apparently more to come, with her demon driving her forward, or perhaps the other way around.
As with every session so far, some specific rolls bear mentioning, especially those which are less visible. Kelly's fate, for example - I knew that she was determined to leave the department and her career path immediately, but would confront John first. I rolled her Will against John's, to see whether she would succeed in determining what he was doing, in the face of his considerable secrecy (he'd already kept his activities secret from Alain). She succeeded. So the next roll was Singularity's Taint ability against her ... which succeeded so heinously that the only solution was to absorb her utterly and imbue the entire galaxy with her essence ... granted, that means spreading her mighty thin.
I stress that these were resolution rolls. Failing against John, for example, would have meant she'd left the campus in disgust, but safely, and Alain would have found her working as a bar waitress somewhere desperate, still determined not to have anything to do with him. I didn't just say "Oh, Kelly's gonna die, must pile grief upon Alain." Alain simply wasn't around for the events of those rolls, that's all - especially since his usual means of keeping tabs on people, Singularity, was not in his keeping at the time.
I'm pretty sure that the players didn't realize that putting Singularity into that Contain also clinched John's death. The demon's roll from the previous session was the only thing keeping him alive.
The game-play in the video is just over an hour, followed by our application of the rules that are used upon resolving one's Kicker. It finishes with about 15 minutes of sheer ideas-and-playing Sorcerer discussion, out of what seems to be simply pure rush of having done it. I really hope you watch that part.