Message:Made a progression path of twenty-six Titles. Unlike the original Conrad's Fantasy, these are not ever- upward. The player will select to add one Title per level advancement. Character starts with one of four. At level two, he gains another of those four or may select a Title along any connecting path. By level eight he should have eight Titles, though some others might be magically granted by quest goal or relic.
Here's the first-look Titles:
Alchemist
Armsman
Berserker
Champion
Conjuror
Courtier
Delver
Duelist
Enchanter
Eunuch (Ascetic)
Headman
Hero
Hunter (Scout)
Mariner
Myrmidon
Mystic
Necromancer
Rogue
Scholar
Soldier
Sorcerer
Spy
Tactician
Thief
Warlord
Wizard
Some of these verbiage will change. Looks like class without being class.
Superseded
Alchemist lose Soldier
Courtier lose Duelist
Enchanter lose Eunuch (Ascetic)
Hero lose Thief
Myrmidon lose Mariner
Necromancer lose Scholar
Warlord lose Berserker
Wizard lose Hunter (Scout)
The mechanics would be roll 2D8 and make a nine. Maybe a seven for smaller groups. Needs a table in game of group size and value of roll based on statistical evaluation of third of all instances should be failed (for fun). Hard to account for Rusty factor -- will have all critical Titles and can never make a roll.
Early Monsters, Traps and Obstacles (levels 1 to 3)
Require rolls from two Titles: Berserker, Duelist, Eunuch (Ascetic), Hunter (Scout), Mariner, Scholar, Soldier, Thief
Later Monsters, Traps and Obstacles (by 4 & 5)
Require rolls from three Titles: Armsman, Berserker, Champion, Conjuror, Delver, Duelist, Eunuch (Ascetic), Headman, Hunter (Scout), Mariner, Mystic, Rogue, Scholar, Soldier, Sorcerer, Spy, Tactician, Thief
Hard Monsters, Traps and Obstacles (at levels 6 & 7)
Require rolls from four Titles: Alchemist, Armsman, Champion, Conjuror, Courtier, Delver, Enchanter, Headman, Hero, Myrmidon, Mystic, Necromancer, Rogue, Sorcerer, Spy, Tactician, Warlord, Wizard
Endgame (level 8)
Require rolls from five Titles: Alchemist, Armsman, Berserker, Champion, Conjuror, Courtier, Delver, Duelist, Enchanter, Eunuch (Ascetic), Headman, Hero, Hunter (Scout), Mariner, Myrmidon, Mystic, Necromancer, Rogue, Scholar, Soldier, Sorcerer, Spy, Tactician, Thief, Warlord, Wizard
Ref would decide the situation and declare the necessary actions.
1) You negotiate with the Baron. He only respects Soldiers and Scholars. He hates Mariners so those cats do not roll.
2) The goblins can be defeated and scattered to rescue the stolen shrine shield with Berserker and Hunter. Alternate results with increasing harm when the group does not have or all fail dice rolls for the required professions.
The map to each preliminary objective in the adventures can be strewn with Easy, Middling and Hard obstacles. The role-play can be as the players describe what they do when called upon to test a roll.
Sure, this needs an Enchanter that knows elemental magic, so what spell, incantation or manifestation results.
This will probably simmer until Summer. Don't expect regular updates here unless a dialog begins.
Yours,
IronRed
18-Mar-2023