darkbard
Legend
Heroes Shout - Your mighty shout travels for miles and miles (echoing and resonating) at a volume none can deny your heroic significance
TARZAN!
Heroes Shout - Your mighty shout travels for miles and miles (echoing and resonating) at a volume none can deny your heroic significance
That one is I think a re-invocation of Enkidu as a more primary hero.TARZAN!
Heroes Shout - Your mighty shout travels for miles and miles (echoing and resonating) at a volume none can deny your heroic significance, this not only announces your arrival but brings the effects similar to the Skalds Influence effects it can gain audience with kings bring attendants and so on. (This might be seen as a use of Athletics to gain Social benefits akin to Charisma application )
Random thoughts not entirely sure how to implement
Trophy taking and wearing to enhance ones intimidation ability - learning to prepare them so they do not umm rot so badly or so they maintain identity and convey the desired message you have to pick the right tokens of your superiority.
another thought... which puts another flavor on gaining boons.
Consuming the Blood of the Mighty: by consuming parts of magical creatures one can sometimes awaken greater gifts akin learning a legendary boon. Requires the Karma points to purchase based on history skill and karma to know and recognize the legends are truly applicable and details what is needed the consuming induces healing surge loss in a symbolic fashion.
Inspired by the Celtic Warrior Class.
Heroes Shout - Your mighty shout travels for miles and miles (echoing and resonating) at a volume none can deny your heroic significance, this not only announces your arrival but brings the effects similar to the Skalds Influence effects it can gain audience with kings bring attendants and so on. (This might be seen as a use of Athletics to gain Social benefits akin to Charisma application )
The first two are considered to be narrative explanations for the acquisition of boons in HoML. In other words, if you drink the dragon's blood, then maybe you get the "blood of the dragon" boon, which perhaps gives you some resistance or who knows (basically reflavor some other boon, which in HoML is pretty much EVERYTHING, into the effects of drinking dragon's blood). Now you go up a level! See how this kind of stuff is encouraged by the structure of the game? Its so cool! The mechanics and the narrative simply blend and the result is "Hey, you're being rewarded for doing really cool stuff!" (plus its likely the player is going to be the one suggesting the reskinning, so they have a pretty decent degree of control over what their character ends up with, though the GM also has a natural path to presenting their vision as well, meaning the game is not dictating or even strongly influencing, who is in charge of what elements of play).
I think its pretty fair to say that the third thing is a boon in and of itself, though you could make an argument for a technique which let you substitute say a CON check in place of various other possibilities. This is one of those design things I'm still kind of wrestling with, whether to focus more on the technique design or relegate most of these fantastic things to boons, in which case they can be seen as having an opportunity cost (in a sort of arse-backwards way) with all that implies.
HoML has no problems with this model, items are also boons. In fact this is covered in my rules notes under 'embodiment'. Every instance of any boon has a specific embodiment, as training, item, manifestation, etc. Items obviously do have the limitation that they can be lost, although they can also be given away, or lent, which can be seen as a strength.I think I could disagree about the Trophies while they could in very abstract represent the manner one implements ones skill in intimidate OR perhaps better in D&D the items created are like a set of personal tools like custom climbing tools (akin to a personal magic item). Arguably it is a very visible activity making items that took time and money and can be turned off taken or stolen.
I am uncertain about this one in terms of how to limit it so it could be coming out as too powerful for one ritual like effect (perhaps which function you get is bloody random) . This one would also be limited to places with a strong martial hierarchy.
I really feel most of the effects starting with gaining audience with a leader is a diplomacy/intimidate ie charisma effect usually with a money cost on top doesn't that sound like a ritual with social ramifications it might indeed be improvised (see the DMG2 skill challenge granting an abstracted effect off of money sometimes == bribery)
I am couching this as either an Endurance or Athletics method of gaining Charisma Effects
HoML has no problems with this model, items are also boons. In fact this is covered in my rules notes under 'embodiment'. Every instance of any boon has a specific embodiment, as training, item, manifestation, etc. Items obviously do have the limitation that they can be lost, although they can also be given away, or lent, which can be seen as a strength.
Its a bit open-ended for a power, but a daily power sounds pretty good. Or maybe a PP action point effect?