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Showing posts with the label you aint all that

How to deal with imposter syndrome

1) Remember that you are not alone. There are legions of people out there who suffer as you do. Strike up a conversation with one. 2) Say to yourself “I belong in the space I occupy. I push myself to new accomplisments”. 3) Get a parrot. It echoes your words without the burden of an intellect. 4) Take pleasure in your indistinct reflection in storefront windows as you pass by. Like a real person, you are in motion. You are accomplishing things. You do not obsess. 5) Avoid mirrors. They are likely to make you ruminate upon certain parts of your face. Remember: an imagined flaw is as painful as a real one. 6) Drink coffee. Fetishize it. Say things like “I need my coffee” or “I don’t know what I would do without coffee”. 7) Avoid prolonged contact with dogs (and certain breeds of pig). They pick up on so much. 8) Remember to cycle between over-preparedness and procrastination. You need both to maintain your position. ...

Ragnarok

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(Sorry I've neglected the blog! I've been overwhelmed). Everything shakes, and all things are shaken loose. In the body. In the world.   A Wolf whose maw reaches from earth to heaven swallows the sun.   A Worm so vast that it fills up the ocean, drags itself up on land, spewing venom and fire, setting the world ablaze. The World Ash shakes from the tremors, and bursts into flame. Its fiery branches tear down the stars. Heimdall sounds his horn, and it drowns out the heavens’ thunder. The dead warriors stumble out onto the Plain of Iða, but giant birds, fire-drakes and flying lizards fill the sky, and descend upon them, crushing them under their weight. Below in Midgard, humanity swarms out of its broken cities, like ants from a destroyed nest. The jotun trample them, and cross the rainbow bridge, breaking it as they march. The Wolf strides into Asgard, and the Worm rises up, sinks its teeth into Hlidskialf, and pulls itself up. The mighty go...

Teen Cthulhu

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I have tried to make a hack of Call of Cthulhu which lets you play teenagers in the 1990s, heavily inspired by Things From the Flood. It owes a good deal to Pulp Cthulhu as well, and uses some of the Pulp Talents and Luck rules. How to roll up a teen. STRength 1D6+8 x 5 CONstitution 1D6+8 x 5 SIZe 1D6+8 x 5 INTelligence 1D6+8 x 5 APPearance 1D6+8 x 5 POWer 1D6+8 x 5 EDUcation 1D6+8 x 5 Choose one of these as your Prime Attribute and that one is rolled 1D6+12. LUCK 2D6+6 x 5 Luck works the same way as it does in Pulp Cthulhu. The same goes for derived characteristics. Then choose a role. The role determines your ‘occupational’ skills as well as the Pulp Talents available to you. Note that none of them are combat talents. While kids can and do fight, they’re not generally all that good at it. (New Pulp Talents are marked with an asterisk). C redit Rating isn’t a suggestion here, it’s what your teen gets. You don’t have t...