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[Excerpt from Energy Report: January 2018] MEntity: Warriors are all about taking care of themselves and their loved ones through Action. It is not enough to give lip-service, promise, or wax philosophical. Warriors have to DO something and they expect you to do something, too, at least eventually. They know better than any other Role that things do not “just happen.” You have to participate. Warriors have a Positive Pole of Persuasion and a Negative Pole of Coercion. Warriors can be relentless in their push for you to take care of yourself and your life, to understand why and how. When Warriors push for you to act without your understanding why or how, they are in Coercion. When Warriors push for you to act, but help you or allow you to understand why and how, they are in Persuasion. Coercion pushes people to act without understanding. Persuasion pushes people to act with understanding.
Incarnation Persuasion is a game for 3-8 players. Setup Remove the Wild cards, the Transcendental, and the Infinite cards from the deck. Separate and make stacks out of the seven overleaf suits (i.e. a Soul Age stack, a Role stack, a Mode stack, etc). Keep the Soul Age stack in order from Infant to Old. Shuffle the other stacks and place them in the center between the players. Gameplay - Variation 1: Soul Ages In Variation 1, one of the players is selected to play the role of an incarnating essence, while the rest of the players are acting as 'salesmen' attempting to convince the incarnating player to use their suggested overleaves. To start gameplay: The Incarnating player takes the Soul Age cards and draws the first Soul Age (Infant), indicating that s/he is creating an Infant Soul lifetime. The Incarnating player then thinks up a brief scenario and Life Task or desired outcome for the lifetime (for example: “I will be a gatherer born into a jungle tribe and have a Life Task of Communing with Nature," or "I will likely be making karma as a thief," etc), and tells this to the group. The Incarnating player then chooses an overleaf stack and deals the cards to the other players (extra cards may be discarded or the players may receive more than one if possible and desired). The other players now look at their given overleaf(s) and take turns attempting to make a sales pitch to the incarnating player about why their overleaf would be best for that lifetime. Once each of the players has had the chance to make a pitch for their overleaf(s), the incarnating player selects a winner and gives the winner the Soul Age card. The winner keeps this card, representing a score point. The players recombine the dealt overleaves into a stack and the incarnating player takes the next Soul Age card and starts another lifetime. Lifetimes continue until the incarnating player has gone through all five Soul Ages (Infant, Baby, Young, Mature, Old). After the last lifetime, each 'salesman' player tallies the number and face value of the Soul Age cards they have collected as their score. The Soul Age cards are then regathered and the player to the left of the previous incarnating essence becomes the new incarnating essence. Play repeats until all players have been the incarnating essence (or until the players decide to quit). Gameplay - Variation 2: Round Robin The setup for Variation 2 is the same as Variation 1, except that the Soul Age cards are set aside and not used. One player is designated as the incarnating essence and creates the scenario and task/outcome for a single liftetime. The incarnating player then chooses an overleaf stack and deals the cards to the other players, same as Variation 1. The players take turns to pitch their overleaf(s) to the incarnating player, same as Variation 1. The incarnating player chooses a winner. The winner gets a single point and records the face value of their winning overleaf card (in case of a tie). The overleaves are recombined into a stack and the player to the left of the incarnating player becomes the new incarnating player. Rounds continue until all players have been the incarnating player at least once. Scoring In both variations, the player with the most points at the end of the game (either the most Soul Age cards earned or the most winning overleaf cards) is the winner. In the event of a tie, the player with the highest total face value of their Soul Age / winning overleaf cards is the winner.
*This is a summarized description using my own interpreted understandings and a mix of many quotes from Michael that can be read+studied in the source material below. Feel free to check in for updates, as more information may be gathered on this topic from newer sessions. The Warrior Role in Essence shines when there are opportunities to rally for a cause, invoke courage as a platform for change, and bring energy to a direction. This is a Role with 1 Input- oriented to Conquering whatever task/experience/difficulty is faced. The Warrior highly values Loyalty, Compassion and Commitment, encouraging these in themselves and others- but they are just as keen at rushing over to serve needs for protection. Despite being called Warriors, they are often the quietest and most peaceful of the roles- that is, until there is a cause to be taken up, such as in the support of an underdog. When Warriors manifest -Coercion, they push a divide between those/that they’re loyally protecting from those/that deemed a threat, through force, bullying, scare tactics, conquering, manipulative strategies, or even punishment, shaming or withholding. This Coercion can even be directed at a loved one by protecting them from themselves, or towards the Warrior themselves, to protect them from others. Coercion forces direction upon another, and it often isn’t met with passivity. As Coercion is all about Protection, this Warrior can begin to question the integrity of others actions, but always quickly defend others just the same when they’re threatened, as a reflection of their own self-protection/hiding of shame/guilt/regret over the integrity of their past choices. When Warriors manifest +Persuasion, they encourage the self and others to CHOOSE to do what’s best for them, with active intelligence and freedom of movement. This Warrior no longer sees punishment as the only method of Correcting actions, but sees correction can be brought through the awareness of choice and consequence- the ability to “shift gears”, “change lanes”, move/see in opposite directions as a means of realigning beliefs, organizations, parts of self etc. and nurture integrity(own their past and the choices made). In short, the details don’t define them, or anyone- what one does with those details does. -------------------------- SOURCE MATERIAL: Conscious Connection to Warrior Essence 1 Input Living as Warrior Essence Core Warrior Values Wants+Needs of Warrior- Commitment and Humility Warrior Power- Correction 7 Facets of Warrior Role Old Warriors Loving and Being Loved- Warrior- Win Over Warrior- Cohesion vs Protection Member: Bobby- Sage-cast Warrior 2007 Overleaves Warriors and Warfare- What IS a Warrior?