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Thor Hansen
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Got this book on a hunch before seeing the review. Looks like something many of us would enjoy. Especially +Meguey Baker

Before Glitter and Glue Sticks, ‘Craeft’
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Found this map in an old issue of Cartoonist Profiles. Seems to have been a reference document for the comics of Stan Lynde.
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Elspeth wants to know how the new game is played.
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French toast for one is a lot more work than just eating leftover Christmas cookies, but sometimes the results are worth it. Merry Christmas Y'All.
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Pulling myself out of the mix for a while.

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Bunch of L5R stuff. US location media shipping included. Contact me for ridiculous international shipping costs.

Core Rules - $15
Way of the Naga - $10
Way of the Minor Clans -$10
Winter Court 3016 - $10
Winter Court 3024 - $10
Winter Court 3030 - $10
Code of Bushido - $10
Time of the Void - $10
Honors Veil - $10
Night of a Thousand Screams - $10
Twilight Honor - $10
Midnight's Blood - $10
Legacy of the Forge - $10
Void in the Heavens - $10
Lesser of Two Evils - $10
Bells of the Dead - $10
Tomb of Ichiban - $10
City of Lies - $35
Sengoku - $10
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Based in US, media shipping included. Contact me for the ridiculose international shipping price. With the exception of the one noted they are all in like new condition.

Savage Worlds - $25
Star*Drive campaign Setting - $15
Dark Matter campaing Setting - $25
Living Greyhawk Gazetteer - sold
Leaves from the Inn of the Last Home - $10
(Dropped it taking it off the shelf small tear on cover)
AD&D 2ed players Guide to Dragonlance - $10
Monster Compendium: Monsters of Ferun - $10
Stars Without Number - $40
Northern Crown Gazetteer - $15
Northern Crown Adventures - $15
The Great Pendragon Campaing - $75
King Arthur Pendragon 4th Ed - $20
King Arthur Pendragon 5.1 - $20
Maelstrom Storytelling - $10
Sword & Sorcery Creature Collection - $10
Castles & Crusades Players Handbook - $15
Mythras Core Rules - $35
Mythras mythic Rome - $35
Mythic Britain RQ6 - $35
Shores of Korantia RQ6 - $35

So, I have been saying forever that everything we do has a base in one of four animal instincts. Fight, Flee, Feed, and ....reproduce.

then I came across this - “There are four kinds of people in this world: cretins, fools, morons, and lunatics…Cretins don’t even talk; they sort of slobber and stumble…Fools are in great demand, especially on social occasions. They embarrass everyone but provide material for conversation…Fools don’t claim that cats bark, but they talk about cats when everyone else is talking about dogs. They offend all the rules of conversation, and when they really offend, they’re magnificent…Morons never do the wrong thing. They get their reasoning wrong. Like the fellow who says that all dogs are pets and all dogs bark, and cats are pets, too, therefore cats bark…Morons will occasionally say something that’s right, but they say it for the wrong reason…A lunatic is easily recognized. He is a moron who doesn’t know the ropes. The moron proves his thesis; he has logic, however twisted it may be. The lunatic on the other hand, doesn’t concern himself at all with logic; he works by short circuits. For him, everything proves everything else. The lunatic is all idée fixe, and whatever he comes across confirms his lunacy. You can tell him by the liberties he takes with common sense, by his flashes of inspiration, and by the fact that sooner or later he brings up the Templars…There are lunatics who don’t bring up the Templars, but those who do are the most insidious. At first they seem normal, then all of a sudden…”

Lastly I was looking for something else and came across this. - Four Battle Personalities

In everyday life we each have assorted personality traits and preferences, but when we are stressed, our values and personality factors seem to switch to survival mode and we will act 'out of character' -- or perhaps somewhere closer to our truer selves as our everyday masks are stripped away.

Battle can invoke extreme forms of stress as we literally fight for our lives, taking the lives of others in scenarios far removed from everyday life.

This article offers a simple model of the battlefield personality, based on two primary dimensions: Cognition and Arousal.

Think-Feel (cognition)
When faced with stress, people often retreat in one of two directions.

The first possible direction is towards an emotional state and away from thinking. This happens naturally as the brain chemistry of emotional arousal in the mid-brain suppresses cortical thought.

The natural emotional response to a threat is fight-or-flight. In battle, flight is difficult and is often trained out of soldiers and so they enter a primitive fighting state in which they are driven by aggressive emotions.

When faced with stress, other people respond by grabbing control, and the one thing they can control is themselves. They hence become very rational and deliberate, thinking hard about everything they do.

Hot-Cold (action)
Beyond thinking or feeling, people on the battlefield may be highly aroused or may be calmer in their approach.

In the 'hot' state a person is suffused with adrenaline which gives them enormous energy. They fight with force and speed. Tackling the hot fighter, you are more likely to be overwhelmed by the sheer number and power of blows.

In this cooler state, the fighter is more economic in action, making every movement count. Tackling the cold fighter, you are more likely to be caught out as they slip through a hole in your defense.

The four types
So here are the descriptions of the four personality types, based on the dimensional division above.

Feel-Hot - Berserker
In some ways the Berserker is the simplest of battlefield personalities, but this does not make them an easy target. The classic Berserker scenario is of them standing alone in a sea of bodies as they rapidly overcome any opponent who comes near.

The Berserker is driven by a high-energy rage that appears something like a massive temper tantrum. They lose all self-control as they turn into a whirling killing machine. Their anger and arousal gives them great power and speed. Feeling no pain, they continue to be highly dangerous even when wounded.

Fighting the Berserker is very difficult as their sheer speed and power means you may never get a blow in. The best approach against a Berserker is often patience. Nobody can sustain that level of energy for ever and eventually they will slow down, at which time you can step in for the kill.

Think-Hot -The Powerhouse
Whilst the Mechanic uses lithe economy, the Powerhouse is more of a bull. They largely succeed through the energy they put into both thinking and fighting.

The Powerhouse is a strange combination of thought and apparent rage. The way they do this is to use the body's natural ability to generate adrenaline under stress but then grab cognitive control from the emotions, sublimating suppressed rage into even more energy in delivery. The Powerhouse thus retains rational control whilst being able to direct enormous energy to selected targets.

Having a larger body is advantageous to a Powerhouse and, when fully charged, they can kill with a single blow, even cleaving their opponent on two.

Fighting against a Powerhouse thus makes avoiding their blows of paramount importance. As they are also crafty thinkers they are difficult to deceive and simply slipping around an attack may lead you into a careful trap. If you cannot match their power, the best attack can be thoughtful speed, though you should never underestimate their ability here either.

Feel-Cold - Ice Warrior
The Ice Warrior is suffused with emotion which they channel into a deep, cold hatred of their enemy. They are sly and deceptive in battle and may be cruel in their attacks, often deliberately wounding an opponent to prolong their suffering. This is perhaps in endless revenge for a persistent past hurt that still drives them. It is said that revenge is a meal best served cold, and the Ice Warrior may well be driven by such motives. They enjoy killing more than other battle personalities but are never fully satisfied by it and so seek more.

Fighting the Ice Warrior can thus be a dangerous and painful experience. Their greatest weakness is their prolonging of the fight during which you may find a way through.

Think-Cold - The Mechanic
The 'mechanic' is a highly skilled soldier for whom fighting is a fine art. Each battle, each blow is an interesting problem to be quickly thought through logically and executed with fine skill. Each opponent is to be sized up, weaknesses identified and then efficiently dispatched.

Fighters whose bodies lack the strength to be a Powerhouse but whose minds can remain steady under fire may well become mechanics.

In some ways the mechanic is the most terrifying and inhuman opponent as they treat you as little more than another specimen. In fighting the Mechanic you need a good defense. Their greatest weakness can be an arrogance and belief in their own ability and an effective attack may stem from random action that leaves them wondering and unable to predict your next attack.

In summary
Understanding the different battle personalities can help you understand both yourself and others when you get into a fight. You can hence take the best approach that will minimize exposure of your weaknesses, and play most to you strengths in the face of the style of your opponent.

These are all very gonzo but when put together could be a great character generation system.
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G+ is acting up on my tablet, so this took longer than I wanted it to. Y'all know that +Jay Hassan​ is amazing. You said it several times today and it is still true. Because books.
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