The negative cantrips are separated to give it less influence over the rest of the magic words. These ancient "mot du mal" must be seen and observed with caution. Vocalizing them is forbidden. In fact, it is best if you can avoid imagining the sound that they make. They are broken down into non syllables to protect new players such as your self. Remember, these words are listed so you can avoid enunciating them. Watch yourself throughout the day as sometimes you may blurt them out without thinking. Do not chastise your self too much. Know that you have made a mistake and learn.
Impersonal Cantrips
o ka - y : The epitome of ambiguity, this vitriolic word does not signify any meaning whatsoever. It pretends to evoke a positive tinge, but the true meaning lies within uncertain terms. It means you are not sure or you are not fully committed to answer a given question. Use the cantrips Yes or No to counter this sneaky word.
ma - yb - e : A lower form of the word above, it is an insidious curse that transparently presents full uncertainty. But, again, it is a waste of breath and life force. A more complex counter is required, "I don't know." Practice these three words with full conviction.
p - rom - i - se : Not even the highest ranked Oracle can invoke this very dangerous word. The best Seers have been known to foresee the events in the far future, but they do not and can not attempt to claim full certainty of what has not yet happened. Be careful with this word for sometimes it comes disguised as a proof of love, which you must remember it is not.
n - eve - r : This is the dark twin of the previous word. It means exactly the same thing, a false prediction in a temporal context. Speakers of this word are condemned to encumbered dreams burdened with white lies and unfulfilled predictions.
t - ry : Do. Instead of casting this cantrip use Go or Start.
qu - ick : Used to be known as the haste spell, it was given an easier and faster verbal component. It promotes impulsive behavior and intensifies feelings of impatience. Always remember the saying for its counter-cantrip, "If you are in a hurry, Wait."
Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts
Sunday, July 31, 2011
Saturday, July 30, 2011
Standard Abilities: Cantrips 2 of 3
Interpersonal Cantrips
These are magic words you can safely use on other players or even with regular citizens. They capture deep meaning with or even without explanations. They convey succinctly without prejudice or pretense.
(SMILE): This spell requires no sounds. It has a somatic component of contracting both zygomatic and obicularis muscles of the face. A longer entry will be dedicated to this singular most powerful cantrip available to all. Higher level Smile spells can be learned for higher chances of casting success.
NO: The most useful cantrip for Tanks and Healers. It has an interdimensional capability of temporal expansion. It gives its caster more time to do the things that are important to them.
YES: An enabler, this cantrip is instantly a favorite of Bards and Champions. Adventurers are allowed multiple uses of the word within a day, but every succeeding use is diminished without the complementary Extrapersonal Cantrip of Done.
CHILL: Whenever interacting with other Terrans, an adventurer must always keep this cantrip at the back of his mind. No amount of rage or pleading will give you more influence than you already have. Use this with the Smile cantrip for added chance of success.
SHARE: The world can be a better place if we all just shared with each other. This cantrip is a minor auric spell that can be developed into a full-fledged power spell that can be cast once per day and will last for 24 hours.
WIN: Adventurers must no longer look for win-win situations because it presupposed there are two disparate goals that must be achieved. All adventurers must train to look for a single common goal for all concerned parties when performing a collaborative task. Only one win is needed for one goal.
Extrapersonal Cantrips
PUSH: Once a task has been started, sometimes it needs a follow-through. Push can give you just the right amount of additional force to get things moving.
PULL: There are times when a task is being rushed or getting disorganized. Pull gives adventurers the chance to pause and pull the necessary resources to do a task properly.
QUIT: There are critical moments when you know that you just have to Stop and Start all over again. Quit formalizes a chain of events where adventurers must face the reality of failure and learn from it. This is not a bad thing. Casting this cantrip requires a small celebratory ritual once casting is successful.
These are magic words you can safely use on other players or even with regular citizens. They capture deep meaning with or even without explanations. They convey succinctly without prejudice or pretense.
(SMILE): This spell requires no sounds. It has a somatic component of contracting both zygomatic and obicularis muscles of the face. A longer entry will be dedicated to this singular most powerful cantrip available to all. Higher level Smile spells can be learned for higher chances of casting success.
NO: The most useful cantrip for Tanks and Healers. It has an interdimensional capability of temporal expansion. It gives its caster more time to do the things that are important to them.
NOW: There are times when a task needs to be done by another player or by non-player characters. Delays and excuses can be given, but inevitably some tasks can and MUST be done immediately. Invoke this once in a blue moon to give it power. Its energy comes from the gravity of factors affecting the whole universe.
Extrapersonal Cantrips
These words are used on tasks. They help adventurers move forward if they are stuck. They allow adventurers to admit mistakes and move on. Most of all using these cantrips keep them observing and aware of their current status in a particular quest.
START: Closely related to the Intrapersonal Go, this word focuses on a task that is being pushed aside.
PUSH: Once a task has been started, sometimes it needs a follow-through. Push can give you just the right amount of additional force to get things moving.DONE: This cantrip wards off the Hounds of Perfection that keep adventurers from completing a task. Once something is good enough, anyone can cast this cantrip and get it over with.
Standard Abilities: Cantrips 1 of 3
Cantrips are single-word spells that all adventurers in any class or skill level can invoke as much as they can as often as they need. Cantrips wield powerful magic that are overlooked by most citizens, underused by a lot of new adventurers and misused by the misguided. The importance of these collection of verbs cannot be overemphasized. Use them and use them well. At any given day, select 3 to 5 cantrips that you can easily wield from the tip of your tongue throughout your sphere of influence.
There are 4 types of Cantrips: Intrapersonal, Extrapersonal, Interpersonal and Impersonal. Impersonal Cantrips come from dark magic and should be avoided at all times. The forbidden words are listed so that adventurers can invoke the skill of Selective Inattention which prevents them from inadvertently voicing the words. For this post, the first type is listed.
Intrapersonal Cantrips
There are 4 types of Cantrips: Intrapersonal, Extrapersonal, Interpersonal and Impersonal. Impersonal Cantrips come from dark magic and should be avoided at all times. The forbidden words are listed so that adventurers can invoke the skill of Selective Inattention which prevents them from inadvertently voicing the words. For this post, the first type is listed.
Intrapersonal Cantrips
(SNAP): Not a word but a sound. It is an easy way out of a rut. Just snap out of it. Use the somatic component of clicking your metacarpals to perform the required resonance of bone and skin. Every time you snap, you will also remind yourself of a happy thought and a recent blessing as simple as being able to take a full breath.
GO: Do what you know you want even if you don't feel like it. In the three dimensions of willful action, the motivation axis is a critical factor to doing. Go reminds us that we have already decided on doing something, or it reminds us that we have the desire to do it amidst actual difficulties and perceived barriers. This cantrip is useful for psychic attacks of risk aversion and shyness.
STAY: Sometimes it is better to linger in an area of relative safety (e.g. a pan) than escaping into danger (e.g. fire). This cantrip is diametrically opposed to Go and must be used with full awareness of a situation. This cantrip is only effective for the psychic attacks of doom and gloom. Actual risk assessment must be done for more complex situations.
STOP: There are times when an adventurer becomes obsessive or compulsive or worse, both. This cantrip can be used on the self supplemented by SNAP and other higher level skills such as Will Power. This is also effective for overtly irrational behavior. Dan Ariely, a well-known Guardian, is a master of this cantrip and must be consulted for the application of Stop to the arcane discipline of behavioral economics.
WAIT: Closely related to Stay, this cantrip focuses on impatient adventurers. The saying goes, "if you are in a hurry, wait." There is very little use for rushing. All efficiencies must have been done prior to any crisis. Panic stricken adventurers can use this with a Resilience check. Once a panic attack is recognized, Wait can be invoked in the same round.
MOVE: The spider web of low energy levels, the Goblins of Distraction and the paralyzing gaze of the Basilisk of Procrastination are easy targets for this very effective cantrip. This word can bring forth immediate action if used on a regular basis.
REST: High performing adventurers must carry this cantrip with them at all times. Even for just five minutes in the middle of a busy schedule is a good duration of Rest for recharging energy levels. Use with Move for better benefits.
Friday, July 29, 2011
Terran Journey: POWERS
Attribute-based Powers
The Game allows all players to learn every power available. Prerequisites to learning or training in a specific power may vary. Most attribute-based power will require a minimum of a 12 score for the corresponding attribute. Higher level powers will definitely require higher attribute scores. This is the the initial list. There are basic powers that have no requisites. There are also advanced powers that have more requirements.
Pertinence (~WIS) Intrapersonal Powers
- Relevance
- Presence
- Awareness
- Authenticity
- Phase Out (Duration: 2-5mins.)
- Inicio Ritwal
- Fiero
Openness (~INT) Extrapersonal Powers
- Perceptua
- Tolerance
- Acceptance
- Autotelos
- Cognizar (Verbal: "Shto!")
- Metacognos (Somatic: squint)
- Sarado Ritwal
- Assignos
Worth (~STR) Suprapersonal Powers
- Efficacy
- Likeability (Somatic: maxillo-obicularis contractions)
- Friendliness
- Influence
- Trustworthiness
- Trustpropensity
- Bardsong: Lore of Success
- Kinestetkos (Somatic: Ehersisyo)
- Autonomie Ritwal (Habitue)
- Munkamemória
Endurance (~CON) Entropersonal Powers
- Patience of a Tree
- Fortituto de Boondock
- Recharge
- Vigor
Resilience (~DEX) Transpersonal Powers
- Acceptance
- Insight
- Neoteny
- Blend
- Learning Curve
- Zero Waste
Synthesis (~CHA) Interpersonal Powers
- Judgment
- Empathos
- Synectica
- Syncreta
- Semiotica
- Silencia
- Verhalten
If you have 8 minutes, you can improve your Listening power with this piece by Julian Treasure.
The Game allows all players to learn every power available. Prerequisites to learning or training in a specific power may vary. Most attribute-based power will require a minimum of a 12 score for the corresponding attribute. Higher level powers will definitely require higher attribute scores. This is the the initial list. There are basic powers that have no requisites. There are also advanced powers that have more requirements.
Pertinence (~WIS) Intrapersonal Powers
- Relevance
- Presence
- Awareness
- Authenticity
- Phase Out (Duration: 2-5mins.)
- Inicio Ritwal
- Fiero
Openness (~INT) Extrapersonal Powers
- Perceptua
- Tolerance
- Acceptance
- Autotelos
- Cognizar (Verbal: "Shto!")
- Metacognos (Somatic: squint)
- Sarado Ritwal
- Assignos
Worth (~STR) Suprapersonal Powers
- Efficacy
- Likeability (Somatic: maxillo-obicularis contractions)
- Friendliness
- Influence
- Trustworthiness
- Trustpropensity
- Bardsong: Lore of Success
- Kinestetkos (Somatic: Ehersisyo)
- Autonomie Ritwal (Habitue)
- Munkamemória
Endurance (~CON) Entropersonal Powers
- Patience of a Tree
- Fortituto de Boondock
- Recharge
- Vigor
Resilience (~DEX) Transpersonal Powers
- Acceptance
- Insight
- Neoteny
- Blend
- Learning Curve
- Zero Waste
Synthesis (~CHA) Interpersonal Powers
- Judgment
- Empathos
- Synectica
- Syncreta
- Semiotica
- Silencia
- Verhalten
If you have 8 minutes, you can improve your Listening power with this piece by Julian Treasure.
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