Corporeal Considerations (final of draft version)
Dice-roll your way through roleplaying a realistic person making a list for all the things they need to go on a journey. The journey could be an every day one, say to the library or the beach! Or use this to make a realistic character for D&D or any other roleplaying game!
Another idea when playing: make yourself! And think about all the unique ways you make your life easier, more possible, and more pleasant!
Notes from Aldercone:
- This focuses almost entirely on individual choices, rather than community or societal level accommodations. The latter honestly is more important than anything else!
- This is also rather set in a fantasy realm where things like housing, medical care access, and costs are not worries.
- This is disability-centered, and we are attempting to not center medicalizing our state(s) of being.
- We hope you can see yourself in this work, but we are very open to feedback for disabilities, accommodations, and the like to add in future editions!
MATS
- item(s) to note down results
- 1d6 and 1d12
- time and mental space
BASIC INFO
Name(s)
Nickname(s)
Pronoun(s)
Age
(Body) Build
instructions
- for each, roll a d6 for magnitude: (6)slight, (5)minor, (4)moderate, (3)ample, (2)great, (1)immense
- follow addition step for muscularity
muscularity
- based on magnitude role, do the following: slight - minus 2 from strength, minor - minus 1 from strength, great - add 1 to strength, immense - add 2 to strength
fatness
height
STATS
Roll 3d12 to get your starting value for each stat. Each stat can vary from 3 to 36, and cannot go above or below.
Strength
- Physical muscular ability
- lifting, smacking things, how easy it is to hold up your body
Agility
- gross motor skills and balance skills
- physical coordination things parkouring or dodgin
Dexterity
- fine motor skills and precision
- things like writing, brushing one’s hair, calligraphy, knitting, and so on.
Energy
physical
mental
social
As you play
- When social energy is 1/2 of your total, you also lose mental energy along with social energy.
- When mental energy is 1/2 of your total, you also lose physical energy along with mental energy.
- When physical energy is 1/2, you also lose mental energy along with physical energy.
TRAITS
Traits are various properties of your character, from how sensitive their sense of smell is to the clothes they wear! Many states will require you to add to your inventory.
States are a bit like states of matter. They are specific traits that need to be kept in mind in preparation for your trip.
Some traits, especially the states, if you get them, will cause you to automatically gain another trait. Some will be activated based of the conditions of a situation or require a roll every turn/action for magnitude testing or to see effect.
Magnitude is how much something affects you. This can mean how “disruptive” it is, how much it affects the choices you make, how much preparing you need to do because of it, and so on.
Brain States
These are ways you are because of the ways your brain is!
Steps
-
Roll a 1d6 to see if you get at least one of these states.
1.1. If you roll a 1 or 2, roll a 1d6 again.
- 1-2 you get two more (so three total)
- 3-4 you get three more (so four total)
- 5 you get four more (so five total)
- 6 you get only one.
-
For each state you’ll need, roll to see which ones you get, following any additional direction as applicable.
brain states table 1
- language processing difficulty
- roll again for level of magnitude: 1-2 extremely, 3-4 moderately, 5-6 slightly
- number processing difficulty
- roll again for level of magnitude: (1-2 extremely, 3-4 moderately, 5-6 slightly
- mirroring other people
- roll again: 1-2 people you like, 3-4 people you’re around a lot, 5-6 every one
- social mapping - how accurate is your idea of other people’s ideas of you
- roll again: even - very accurate, odd - not at all accurate
- memory (long term and short)
- roll again: 1-2 long term memory, 3-4 short term memory, 5-6 both!
- roll again: odd is detailed, even is nebulous
- roll again for magnitude: 1-2 extremely, 3-4 moderately, 5-6 slightly
- suggestions: notepad, phone or tablet note apps, calendar reminders, lists
- smell
- roll again: odd is for abhorrence, even is for relish
- roll again: odd is all smells, even is specific category of smells
- you pick the smells or kinds of smells
- suggestions: carrying a scent with you, always wearing a mask regardless of situation, avoiding certain situations
- lights
- roll again: odd is for abhorrence, even is for relish
- roll again: odd is specific light sources, even is certain light levels (roll again! odd is too dark, even is too bright)
- you pick the kinds of lights
- suggestions: carrying light sources, having glasses or transition lenses, wearing a hat, avoiding certain situations
- noises
- roll again: odd is for abhorrence, even is for relish
- roll again: odd is specific category of noises, even is certain noise levels (roll again! odd is too quiet, even is too loud)
- you pick the type of noise if applicable
- suggestions: carrying noise item like a music player or instrument, carrying headphones, wearing ear plugs or other ear protection, avoiding certain situations
- mind-body coordination
- roll 1d6: even for very poor and minus 2 from agility and dexterity, odd for excellent and add 2 to agility and dexterity
- roll next table
- roll next table
- roll next table
brain states table 2
- hallucinations
- roll again: 1-3 auditory, 4-5 visual, 6 both!
- roll again for level of magnitude: 1-2 often, 3-4 sometimes, 5-6 infrequent
- seizures
- suggestions: must rest after one, have medication, avoid situations/things that make them more likely
- migraines
- suggestions: medications, gingers, sunglasses if caused by light, staying hydrated and carrying hydration, avoiding allergens
- imagination (as in aphantasia and hyperphantasia)
- roll for level of detail: (6)slight, (5)minor, (4)moderate, (3)ample, (2)great, (1)immense
- time ease/sensitivity (as in knowing how many minutes/hours have passed, what day it is, how long ago something happened)
- roll again: odd for plenty of ease/sensitivity, even for dearth of ease/sensitivity
- roll again for magnitude: 1-2 extremely, 3-4 moderately, 5-6 slightly
- brain fog
- roll again for magnitude: 1-2 immense, 3-4 moderate, 5-6 minor
- whenever you lose points (based on above magnitude roll) of all energy levels and all your stats lose 3 points. Restore after a rest.
- sensory needs/seeking (fidgetyness)
- 1: keeping hands occupied, 2: visual stimulus, 3: oral sensory seeking, 4: brain occupying, 5: auditory stimulus, 6: roll twice to get two sensory needs!
- roll again for magnitude: 1-2 a bit seeking, 3-4 moderate level of seeking, 5-6 constant need
- suggestions: fidget toys, music/sound needs, video watching or book reading needs, assistance animal to scritch, fidget jewelry, activity like cat’s cradle or knitting or etc; fizzy drink, extra movements, not making eye contact, following motion
- intrusive sleep
- roll 1d6 for frequency: 1-2 happens often (on every turn), 3-4 happens sometimes (on odd turns only), 5-6 happens infrequently (on every 10th turn)
- as specified above, roll 1d6: 1-4 - you fell asleep and need to repeat turn, 5-6 - you managed to stay awake but lose double energy
- suggestions: (doing any of these causes you to lose energy 1.5 times faster) dancing, caffeine, stimulants
- focus flow
- roll 1d6 for frequency: 1-2 happens often (on every turn), 3-4 happens sometimes (on odd turns), 5-6 happens sporadically (roll a 1d6 again every turn: even for active that turn, odd for not active that turn)
- when applicable, roll 1d6: even - very distractable, odd - extremely focused (also lowers all Body-Mind Integration/Awareness by 2)
- roll next table
- roll next table
- roll next table
brain states table 3
- muscle tension
- roll 1d6: 1-2 loss, 3-4 excessive, 5-6 both!
- roll 1d6 for frequency: 1-2 happens often (on every turn), 3-4 happens sometimes (on odd turns only), 5-6 happens infrequently (on every 10th turn)
- for each applicable, roll 1d6 for magnitude: 1-2 immense, 3-4 moderate, 5-6 minor
- sensory dis-integration - transitory
- roll 1d6 for frequency: 1-2 happens often (on every turn), 3-4 happens sometimes (on odd turns only), 5-6 happens infrequently (on every 10th turn)
- roll 1d6 to see if this is a migraine aura: 1-2 it is! Now you have a migraine.
- things feel to big or small; or things feel too loud; or textures and materials feel wrong/plasticy
- suggestions: (if a migraine) rest, hydrate, meds an option too; grounding techniques; assistance creature/device; rest
- sensory dis-integration - perpetual
- roll 1d6 for type: 1 color vision resolution, 2 sound localization, 3 depth perception, 4-5 visual perception, 6 you get two! roll twice to see which ones (disregard any further 6 rolls)
- roll 1d6 for magnitude: 1-2 extremely, 3-4 moderately, 5-6 slightly
- suggestions: assistance dog, cane, asking for help, glasses, assistance device
- visual perception difficulties
- roll 1d6: 1-3 glasses or contact situationally needed, 4-5 glasses or contacts always needed, 6 - follow next two steps
- roll 1d6: 1 central vision affected, 2 peripheral vision affected, 3 contrast affect, 4 low light, 5 bright light, 6 overall vision affected
- roll 1d6 for magnitude: 1-2 extremely, 3-4 moderately, 5-6 slightly
- suggestions: bus pass, white cane, guide dog or miniature horse, glasses or contacts, select-to-speak or text to voice, voice to text, large print materials or magnification, optical character recognition reader (OCR), audio descriptions on videos, audio books
- sensory hyperintegration
- roll 1d6 twice (reroll duplicates): sound, color, texture, taste, visual, smell
- when the result of the first roll happens, the second roll result also occurs (taking into account below roll result)
- roll for frequency: 1 - always, 2-4 sometimes (when its very loud or specific sensory stimulus), 5-6 sometimes (when 1/2 of any energy)
- sensory processing
- roll 1d6: 1 - sound, 2 - vision, 3 - taste, 4 - smell, 5 - pain, 6 - smell and taste
- roll 1d6: odd for insensitivity, even for an increase of sensitivity
- roll 1d6 for magnitude: 1-2 extremely, 3-4 moderately, 5-6 slightly
- motivation
- roll 1d6 every turn: 1-3 very motivated and focused and add 2 to agility and dexterity for this turn, 4-6 very unmotivated and minus 2 from agility and dexterity for this turn
- textures (can be touching with skin or mouth feel)
- roll 1d6: odd is for abhorrence, even is for relish
- you pick the type of textures!
- suggestions: avoiding anything pointy, wearing soft fabrics, cutting tags off clothes, avoiding eating anything pasty, always having fizzy drinks, always having safe snacks, avoiding certain situations
- taste
- roll again: odd is for abhorence, even is for relish
- roll again: 1 - saltiness, 2 - sweetness, 3 - bitterness, 4 - sourness, 5 - umami, 6 - combinations of both flavours (roll two more times to get which combinations)
- suggestions: avoiding certain foods, carrying safe or favorite foods, carrying sauces
- roll on table 1
- roll on table 1
- roll on table 1
Body-Mind Integration/Awareness
Specific brain states that are your perceptions of your self.
Steps
- Roll 1d6 for each integration/awareness
- 1-2 is very sensitive, 3-4 very insensitive, 5-6 moderately sensitive
Interoception
-----------------
Proprioception
-----------------
- physical self in space, self-movement, force, and body position
Affeception
-----------------
- awareness of your own internal emotions
Mental State(s)
This section is trying to approximate “mental illnesses” moreorless.
- Just like real life, you may feel negative, neutral, or positive about any of these occurring and that can change from turn to turn if you’d like!
- These usually make situations harder to deal with, though some can make them easier.
- Generally doubles the amount of energy lost.
Steps
- roll 1d6: odd is do not gain any of these, even is go to step 2.
- roll again: 1-2 do step 3 once, 3-4 do step 3 twice, 5-6 do step 4 three times!
- roll a 1d12 on tables.
3.1. roll 1d6 again for magnitude (which doubles as frequency for this section): 1-3 mild (every 10th turn), 4-5 moderate (every odd turn), 6 intense (every turn)
- follow any additional steps as noted
- based on frequency and for each state you have, follow the Per Turn steps and any additional things noted by the specific state
Per Turn
-
Mitigations are planned for:
- roll 1d6 for for each mental state applicable on the turn: 5-6 mental states affects turn, and continues to be in effect until a rest occurs. Double energy loss unless otherwise noted.
-
Mitigations not planned for:
- roll 1d6 for each mental state applicable on the turn: 1-4 mental state affect turn, and continues to be in effect until rest occurs. Double energy loss unless otherwise noted.
-
suggestions for mitigation(s): assistance creature/device, extremely good grounding techniques, medications/supplements/herbal remedies, extra rest, comforting things or situations, kind and safe kith and kin, avoiding situations, weighted blanket
mental states table 1
- anxiety
- roll 1d6: even - follow above Per Turn steps, odd - situation easier to deal with! normal energy loss
- hollow
- anhedonia
- mania
- delusions
- melancholy
- disassociated
- roll 1d6: even - repeat turn after rest, odd - lose only half energy from situation
- ennui
- roll on table 2
- roll on table 2
- roll on table 2
- roll on table 2
mental states table 2
- intrusive thoughts
- paranoia
- obsessive thoughts
- hallucinations
- psychosis - brings along hallucinations and delusions, agitation
- decision fatigue
- reactive
- roll 1d6: even - follow Per Turn steps above odd - repeat turn after a rest
- hyperactive
- roll 1d6: even - follow Per Turn steps above odd - repeat turn after a rest
- roll on table 1
- roll on table 1
- roll on table 1
- roll on table 1
Emotional State(s)
Emotions emotions emotions! Suggestion for ideas: anything on one if those emotion circle things such as https://commons.m.wikimedia.org/wiki/File:The_Feelings_Wheel.png or https://commons.m.wikimedia.org/wiki/File:Emotions_wheel.png. The wheels are very arbitrary but still can be beneficial for naming your emotions and giving you an interesting idea of the complexity of what your feeling.
Steps
- pick any 12 from an emotion wheel, use suggested 12, or make up your own!
- roll 1d12 twice
- for each emotion, roll 1d6 for magnitude: a bit 2/6, very 3/6, intensely 1/6
- These two are the emotions you will be primarily dealing with during your trip.
- happy
- sad
- grunpy
- frustrated
- joyful
- bashful
- hurt
- peaceful
- amazed
- annoyed
- worried
- amused
Physical State(s)
Meatbag!
Steps
- roll 1d6: 1-3 move to step 2, 4-6 skip this section
- roll 1d6: 1-2 step 3 once, 3-4 step 3 twice, 5-6 step 3 three times!
- roll 1d12 using the following tables.
- when specified, roll 1d6 for magnitude: 1-3 mild, 4-5 moderate, 6 intense
- when specified, roll 1d6 for frequency: 1-3 (every 10 turns), moderate (every odd turn), intense (every turn)
- follow any extra steps noted on specific state
physical states table 1
- temperature intolerance
- roll 1d6: even for cold, odd for hot
- roll magnitude as above
- suggestions: have cooling/warm clothes/headwear; insulated cold/hot drink vessel; always rest after a situation if temperature is too warm/cool; hand fan
- lack of appendage
- roll 1d6: 1-2 do next step once, 3-4 do next step twice, 4-6 do next step three times
- instead of magnitude, roll 1d6: even - part of limb, odd - whole limb
- suggestions: choose from mobility aid(s) and prosthesis as appropriate and desired, assistance creature/device
- neuropathy
- magnitude roll is also frequency
- environmental irritants - mold, smoke, grass, pollen, specific plants, etc.
- roll 1d6: 1-2 immune response, 3-6 intolerance
- roll magnitude as above
- pick any irritant type you want
- suggestions: avoidance, assistance allergen dog, epipen, wearing a mask, allergy meds
- food irritants
- roll 1d6: 1-2 immune response, 3-6 intolerance
- roll magnitude as above
- pick whatever group of foods you want
- suggestions: avoidance, assistance allergen dog, epipen, safe snacks/drinks, allergy meds, lactaid
- creature irritants
- roll 1d6: 1-2 immune response, 3-6 intolerance
- roll magnitude as above
- pick any animal (group) you want
- suggestions: avoidance, epipen, gloves, allergy meds
- heart palpitations
- roll magnitude as above
- roll frequency as above
- double energy loss
- dysautonomia - increases heat intolerance and orthostatic intolerance
- roll magnitude as above
- roll frequency as above
- suggestions: hydration and salt requirements and possibly caffeine requirements
- orthostatic intolerance
- roll magnitude as above
- roll frequency as above
- if mitigated, roll 1d6: 1-2 must rest after turn
- if not mitigated, must rest after turn
- suggestions for mitigations: wheelchair, cane (with a seat), resting
- visual perception
- roll 1d6: 1-3 glasses or contacts situationally needed, 4-5 glasses or contacts always needed, 6 - follow next two steps
- roll 1d6: 1 central vision affected, 2 peripheral vision affected, 3 contrast affect, 4 low light, 5 bright light, 6 overall vision affected
- roll 1d6 for magnitude: (6)slight, (5)minor, (4)moderate, (3)ample, (2)great, (1)immense
- suggestions: bus pass, white cane, guide dog or miniature horse, glasses and/or contacts, select-to-speak or text to voice, voice to text, large print materials or maginification, optical character recognition reader (OCR), audio descriptions on videos, audio books, leaving lights on or off, sunglasses
- roll on table 2
- roll on table 2
physical states table 2
- hypermobility
- roll magnitude as above
- if moderate or intense, minus 1 or 2 respectively from both strength and agility
- suggestions: braces, compression sleeves, mobility devices
- bleeding/bruising susceptability
- roll magnitude as above
- turns involving potential cut danger take double energy
- susceptibility to motion sickness
- roll magnitude as above
- double energy loss when triggered
- suggestions: turn off animations, avoid all or some kinds of vehicles, carry gingers, hand fan, acupressure wrist band, medication
- sun tolerance
- roll 1d6 for tolerance level: - 1-3 moderate, 4-5 mild, 6 no tolerance
- suggestions: sun-blocking clothes, large brimmed hat, mineral sunblock, parasol, staying indoors during certain hours
- pain
- roll for magnitude as above
- roll for frequency as above
- doubles physical and mental energy cost
- must rest after an affected turn
- suggestions for mitigation (somewhat to fully): medications, cold packs, heat packs, compression gear, balms, avoiding allergens and inflammatory foods
- shortness of breath
- roll for magnitude as above
- roll for frequency as above
- must rest after an affected turn
- funky feeling - localized or in general
- roll for magnitude as above
- roll for frequency as above
- doubles energy costs
- must rest after an affected turn
- suggestions: staying properly fed and hydrated, resting, avoid large temperature change, reminders for taking meds/supplements regularly and at the same time
- roll on table 1
- roll on table 1
- roll on table 1
PARAPHERNALIA
The things your character has or wears or whatever! Note that some things may already be specified from your traits. Some items repeat; just pick which ever one you want and ignore the extra roll if that makes more sense.
Coverings (or lackthereof!)
steps
- roll 1d6; this is how many times to do step 2.
- roll 1d6 on the table as many times as needed.
- if item is specified due to above traits, move to step 3.
- if item is not specified due to above traits, roll 1d6: even for never, odd for always
- for each roll, pick from any of the suggested ideas or come up with your own appropriate ones!
coverings table 1
- underclothings - binders, bras, corsets, breast forms, packers, underpants, tights, orleggings
- a sweater, hoodie, jacket, cardigan, or coat
- tight or looser fits (can be mixed for different areas of clothing), or compression things
- color preferences - rainbow, bright, earthy, pastel, W.O.B.
- headgear - cap, brimmed hat, visor, headbands, headscarf
- socks - no seam, short or medium or long, toed or box, layers, handknitted, specific fibres
- footwear - boots, wide, heels, sneakers, sandles, foot-shaped, zero rise, platform, and so on!
- gloves / arm sleeves, arm bracer - decorative, compression, protective, or for stability
- leg - toeless/footless sleeves (decoratve, protective, compression, or for stability), or leggings (compression, for warmth, or as pants!)
- piercing(s) - real or faux
- roll on table 2
- roll on table 2
coverings table 2
- watch or fitness band
- rings
- bracelets and/or bangles and/or cuffs etc
- hair barettes/slides
- sunglasses
- necklace(s) of any kind(s)
- pins, brooch, (decorative) buttons, patches
- tattoos
- tie or bowtie or ascot or kufiya/keffiyeh or scarf or pussybow or neckerchief
- belt or suspenders/braces
- roll on table 1
- roll on table 1
Medications & supplements & their affects
Note that some things may already be specified from your traits. Subtract from how many you’ve already specified from what you roll in the following Step 1. (You may get to skip this section because you already have 6 or more things specified.)
steps
- roll 1d6 for how many times to follow step 2.
- roll 1d12 on the following table.
- make sure you write down everything for your inventory!
medications/supplements table 1
- vital amines
- minerals
- hydration salts
- medications
- herbs
- inhaler - daily one and rescue one (with or without a spacer), rinse mouth out after use; nebulizer (portable option)
- epipen(s)
- allergy meds
- hormones - any combo of blockers and the actual hormone(s) themselves
- insulin (injections, might need to be kept cold, or insulin pump); Glucagon (nasal or pen); blood tester continous or meter (along with alcohol swabs, test strips, lancer); sugar candy or gel; safe snacks
- CBD oil and/or CBD/THC gummies and/or cannabis
- sunblock, lotion(s), hand cream(s), etc
Assistant/assistive Creature or Device(s)
If any of your Traits you feel like would be helped by an assistant creature or device, or a trait suggested an assistant creature or device, or if you just want one for your character, roll a 1d6 on table 1!
assistive creature or device table 1
- miniature horse
- dog
- pocket computer
- shoulder robot
- roll on table 2
- roll on table 2
assistive creature or device table 2
- stuffie (weighted or not)
- adventure cat
- hearing aid
- eyeglasses
- roll on table 1
- roll on table 1
Mobility-specific Assistive Device(s)
If one of your traits suggestions any of the following, you can choose to skip this section since you already have one(s) specified, or go ahead and do them and get more devices!
steps:
- roll 1d6; if you get 1, complete step 2 once; if you get a 2, complete step 2 twice. All other rolls, skip section.
- roll a 1d12 on the following table.
- Pick whatever versions/type you want, either from suggestions or making up your own!
mobility assistive device table 1
- insoles
- specific footwear needs
- cane/hiking stick - with or without a seat
- white cane or guide dog/miniature horse
- mobility assistance dog/horse
- crutches - underarm or forearm
- rollator or walker - with or without a seat; with or without arm rests
- prosthetic leg(s)
- wheelchair - manual, power assisted, powered; 3+ wheels - odd or even number of wheels; plus options of reclining and/or standing and/or laying down
- bike - 1+ wheels - odd or even number of wheels; pedal or electric assist or powered
- scooter - standing or sitting; foot or electric assist or powered; 2-4 wheels, large or small wheels
- skateboard, longboard, mountainboard; foot-propelled or electric
TAPIR
Trades, Activities, Pursuits, Interests, and Rackets!
What does your character do with their time? What are things they like to do? What have they done in the past?
Steps
- Pick any sort of jobs, interests, hobbies, etc you can think of, as simple or complex as you’d like. This is pretty freeform!
- roll 1d6 for how experienced they are at it: 1-2 not very, 3-4 moderately, 5-6 very
- roll 1d6 for how skilled they are at it: 1-2 not very, 3-4 moderately, 5-6 very
- roll 1d6 for how much they fond they are of it: 1-2 not very, 3-4 moderately, 5-6 very
- Repeat until you have four!
Knowledge/Experience
1.
- Experience level:_____
- Skill level: _____
- Fondness level: _____
2.
- Experience level:_____
- Skill level: _____
- Fondness level: _____
3.
- Experience level:_____
- Skill level: _____
- Fondness level: _____
4.
- Experience level:_____
- Skill level: _____
- Fondness level: _____
KIT
All the things your character carries with them.
Daily Inventory
Items suggested/specified from Traits and Paraphrenalia sections.
- to ∞. add as you create your character!
other things in your kitncaboodle
Other items! What else does your character carry with them, possibly suggested by your TAPIR choices, by the scenario/trip itself, and any other things! Further suggestions: tourniquet, Narcan, first aid kit, sewing kit, pocket multitool, etc.
- mask(s)
- hand sanitizer -with or without aloe; with or without scents as makes sense for your character
- to ∞. _____
FINISHED!
Look at your character! This is not everything you/r character may need to consider for a journey, and its certainly not everything or every way to deal with their corporeal selves. Your character, like yourself, may even need different ways of dealing with the same situation from day to day, journey to journey.
But there sure is a lot to be considered when you are corporeal, isn’t there!
Now, time to go play our game A TOTALLY Normal Stroll - https://aldercone.itch.io/a-totally-normal-stroll or another TTRPG with this character!
SPECIAL THANKS & DEDICATION
Super special thanks to all our disabled and brain weird and chronically ill and non-ISO-standard friends! Y’all being open about your struggles, the way you cope (or don’t) means the world to us as fellow sickos and freaks and invalids and crazies, and you have definitely influenced this work.
Particular thanks to the following for talking with us for this project!
We hope you all feel seen, at least a little. We hope you and yours find more ways to make life safer, better, and more accessible. We hope you can be there more greatly for yourself and your communities (however many or few, great or small they are), and your communities can be there more greatly for you. You are valid. Your existence means the world. Now go out there (in cyberspace, meatspace, or both!) and give 'em hell and love!