Just adding that I loved Jane's two narrative examples.
However, I wouldn't add anything along the lines of "blow hard" to the Humakti - he's a product of his culture and describing himself in those terms. In Orlanthi society if you don't blow your own trumpet no other bugger will! It's only if you don't deliver does it come back to bite you.
> >"You think ***, Sword of Humakt, will surrender to
> >moon-addled Lunar scum? Never! Trust me, trust ***
> >ever-sharp, I'll get us out of this." He towers
> >his Lismelder comrades, impossibly good looks
> >silhouetted against the red sky. "You! Do you know
> >what it is you face? Today is a good day to die."
> >avoids an attack contemptuously, his grip crushes
> >man's skull and he hurls the body at his foes. "Go
> >back while you still can."
> I lurk out for a moment just because I think this
> narrative is one of the
> best I have seen in quite a while
> >That's 83 words so far.
> To encourage using evocative names for abilities. An
> option would be to
> simply count multiple words abilities as a single
> word. Like for names and
> >Towers above comrades (aka "tall", or are they
> >"grip crushes a man's skull" (aka "strong")
> >hurl body at foes
> Another options could be to allow multiple abilities
> from the same
> catchphrase. The abilities above could be :
> Towers above comrades (more presence oriented)
> Grip crushes a man's skull (a signature move)
> Hurl body at foes
> Throw or even Strong again if you allow bonuses from
> multiple references
> Depending on the player's vision,
> "Go back while you still can."
> "I'll get us out of this"
> Could also give him "full of crap", "intimidating",
> "blows hot air" or
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