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Errant

Errants
Creating an Errant
Determine Attributes
To generate an errant’s attributes, roll four four-sided dice (4d4)
and record the scores for each attribute in this order: phys, skill, mind,
pres. Afterwards, you may choose to swap the scores of two attributes
(e.g. if you rolled a 9 for phys and a 13 for mind you may wish to swap
them, instead having 13 phys and 9 mind).

Choose Ancestry
Choose what type of creature your errant is. This could be a more tra-
ditional fantasy creature like a dwarf or an elf or a halfling, or perhaps
a slime or a Humpty Dumpty or the sentient manifestation of a bad
breakup. Aside from the abilities listed below, the guide may con-
sider the situational benefits and drawbacks of your ancestry,
when appropriate.

Tough
(Dwarves, orcs, etc.) Once per session, when you would be
reduced to 0 hp, you may choose to be reduced to 1 hp
instead. Minimum starting age: 2d20+10.

Arcane
(Elves, demons, etc.) Once per session, you can attempt
to perform a minor magic related to your ancestry:
roll 2d6 and add your renown, on a 10+ you succeed,
on a 7-9 a complication occurs, on a 6 or lower, failure.
Minimum starting age: 3d20+10.

Cunning
(Halflings, goblins, etc.) Once per session, you may reroll
any d20 roll. Minimum starting age: d20+10.

Adaptable
(Humans, half-humans, etc.) Once per session, you may
choose to use one attribute for a check in lieu of
another. Minimum starting age: d10+10.

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Errant
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Keepsake & Failed Profession
Roll on the Keepsakes table (p. 58)
to determine a unique random
starting item, which does not fill an
item slot (consider this item an
extension of
the errant themselves, if you need
a reason why this is so).

Roll on the Failed Professions table (p.


62) or choose a background for what
your errant did before they became
an adventurer. Your Failed Profession
may alter the dv, position, and/or
impact of checks relating to it, at the
guide's discretion.

Choose Archetype
Choose one of the four archetypes
to play as.

The Violent
Capable of great feats in
combat.

The Deviant
Unsurpassed in their
proficiencies.
The Occult
Casters of sorceries and
creators of grimoires.

The Zealot
Agents of their covenants
empowered to perform
miracles.

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Select Starting Equipment
All errants start with:

ᗏ A backpack.
ᗏ A medium weapon of their choice (1 item slot).
ᗏ A quiver of ammunition, if needed (1 item slot, depletion 2).
ᗏ A bedroll (1 item slot).
ᗏ A torch (½ item slot, burn 2).
of rope (½ item slot).
ᗏ 50’
A mess kit (¼ item slot).

ᗏ A tinderbox (¼ item slot).
ᗏ Rations (¼ item slot, depletion 1)
ᗏ A waterskin (¼ item slot).
ᗏ 4 supply (¼ item slot each).
In addition to equipment based on your archetype.

ᗏ The Violent starts with either a heavy weapon (2 item slots)


or a small (1 item slot, 4 blocks) or large shield (2 item
slots, 6 blocks).

ᗏ The Deviant starts with either burglar’s tools (1 item slot) or


an alchemist’s kit (1 item slot).

ᗏ The Occult starts with the four grimoires of their starting


sorceries (1/4 item slot each).

ᗏ The Zealot starts with one of their relics (1 item slot).

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Note Languages Known
All errants can speak whatever the common language of their
region is, as well as any language related to their ancestry. In
addition, for every point of mind above 10, an errant may specify
another lan- guage known. This may be anything they wish. It could
be “goblin”, or “doors”, or “the bitter sexual tension between foes”,
or “the flowers that grow in my mother’s garden”. The more specific
the language is, the better an errant is at communicating with that
thing.

Conversely, communication may be attempted with a character whose


language is not quite the same but similar to another language one
knows, but the greater the difference, the less effective communication
is. One may speak to wolves in a general, if offensive manner, if one
speaks “dog”, but any wolf worth their salt would take dire offence at
being spoken to in “chihuahua”.

Record Other Information


Finally, note any other important information an errant may need
to know.

ᗏ Their hp is equal to their phys.


How many item slots they have, which is equal to their
ᗏ phys Their spd (both backpack on and off), which is equal to
ᗏ their .skill minus encumbrance.
Their alignment, which starts at N, except for errants
ᗏ of The Zealot archetype who belong to Lawful or
Chaotic covenants, who start at either L1 or C1
respectively.
Their damage die and any other abilities granted to them by
ᗏ their archetype.
ъ The Deviant should spend their proficiency points.
ъ The Occult should generate their four starting sorceries
with the guide.
ъ The Zealot should devise their covenant with the guide.

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Errant
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Keepsakes
1. The sword of the hero Black Mask. Useless, but looks really
cool.
2. Big, floppy cork hat. Waterproof.
3. Strange pair of boots, with four wheels attached to each sole.
4. Jar of pungent pickled eggs, given to you by a stranger on a
carriage.
5. Pair of cosy, woollen socks.
6. Bucket filled with crabs.
7. Goblin child: it is convinced you are its mother.
8. Case of costume jewellery. Worthless, but convincing from a
distance.
9. Deck of cards with an extra ace.
10. Banned edition of the major holy text of the land, filled with
heretical dogma and apocryphal stories.
11. Large hoop skirt, big enough to hide a small child in.
12. Bagpipes.
13. Black leather boots, knee-high. Black leather gloves,
elbow- length. A riding crop. A gag.
14. Just two guys, ready to help you out. They’re burly,
they’re brawny, they’re best friends.
15. Coat you stole from a disgraced magician. Full of kerchiefs,
dead doves, and other miscellanea.
16. The signet ring of an unknown king.
17. Dwarven treasure dog, loyal but cowardly.
18. Pouch of firecrackers.
19. A dolorous cow.
20. String of 12 hard sausage links.
21. Bottle of incredibly fine whiskey, which you clearly stole.
22. 10’ spool of thin, copper wire.
23. Pincushion, filled with pins.
24. The finest ham in all the land, smoked by the man,
Pitmaster Sam!
25. Long, strong elastic cord.

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Errant
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26. Bowling ball.
27. Small vial of acid. Very corrosive.
28. Bag of chilli powder.
29. Needle and thread.
30. Wig of beautiful golden hair. Reaches down to your ankles.
31. Bag of beloved marbles that you won from a child.
32. Several small jars of bright acrylic paints.
33. Unnerving and upsettingly lifelike puppet.
34. Incredibly avant-garde and impractical clothes that no
sane person would be willing to purchase.
35. Small bag of incredibly pungent and heady herbs. When
burned, even smelling the smoke is enough to
intoxicate someone.
36. Package, addressed to someone you don’t know, in some
place you’ve never heard.
37. Rake.
38. Bottle of lubricant, suitable for internal, external,
and industrial use.
39. Extremely springy spring.
40. Mechanically articulated hand attached to a stick. All of the
fingers can be controlled independently, though it is quite
confusing to operate.
41. Lump of clay.
42. Wind-up music box.
43. Tube of fast-drying, industrial-strength glue.
44. Pair of stilts.
45. Book of fiery, righteous, political polemic.
46. Pair of tinted spectacles.
47. Very fine squash.
48. Vial of medicine, syrupy and sweet. Makes one quite drowsy.
49. Bag of flour.
50. Plague doctor’s mask, stuffed with fragrant herbs.
51. Wheel of aged Grey Matter, the mouldiest cheese in
the world. Causes intense hallucinations.
52. Pouch of laxative powder.

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53. Snorkel.
54. Worn, dog-eared copy of the novel Lust & Larceny: The
Trysts of the Amorous Elven Thief, Vol 1. While lowbrow, the
book is incredibly engrossing; it’s hard to pull yourself
away from it.
55. Glitter.
56. Jug of genuine wolf piss.
57. Fire-squirt.
58. Bottle of rat poison.
59. Pouch of beans.
60. Snake.
61. A few pamphlets of surprisingly convincing conspiracy
theories.
62. Pot labelled ‘rice pudding’ that is actually filled with liquid
cement.
63. Glass case of pinned butterflies.
64. Two magnetic spoons.
65. Collapsible walking cane.
66. Priest’s vestments.
67. Game with stone pieces and a cloth board. The
accompanying instruction booklet is full of poorly worded,
incomprehensible, and contradictory rules.
68. A trio of newborn puppies.
69. Small glass cylinder, rounded at the tips. Quite phallic.
70. Sachet of dried cooking herbs.
71. Packets of various coloured dye powders.
72. Thick, heavy blanket you’ve carried with you since childhood.
73. Hand-bound notebook, containing six quite touching
love poems. The names of the beloved in each poem
have been crossed out and rewritten multiple times.
74. Set of clothes lined with fleece. Very warm.
75. Dismembered pinky finger with a long painted red fingernail.
76. The flu.
77. Small sundial attached to a wrist strap.

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78. Booklet of various fashionable hair, beard, and moustache
styles.
79. Crystal monocle, also useful as a lens.
80. Polished metal hand mirror.
81. Delicious cake, baked for you by your sweetheart.
82. An incredibly belligerent goose.
83. A four-leaf clover.
84. Packet of saccharinely sweet lollipops.
85. Large bar of hard soap, floral scented.
86. Bag of small ceramic balls, which explode in a blinding flash
of light when thrown.
87. Small tube of pale pink face paint.
88. Umbrella.
89. Tub of styling gel.
90. Rapidly decomposing fish.
91. Bottle of incredibly pungent perfume.
92. Trained messenger pigeon.
93. Fine-mesh net.
94. Pouch of itching powder.
95. Hand drum.
96. A dozen angry hornets in a jar.
97. Wind-up clockwork toy.
98. Your dad. Capable of criticizing anyone till they feel
incompetent and worthless.
99. Jar of sweet, sticky honey.
100. Set of loaded dice.

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vendor. s
29. Cutpurse. Failed Professions
1. Acrobat. 30. Ditch 35. Executioner.
2. Alewife. digger. 36. Fish gutter.
3. Antiquarian. 31. Dog 37. Flatulist.
walker.
4. Apothecary. 38. Fletcher.
32. Dog
5. Armpit-hair 39. Florist.
plucker. whipper.
40. Flyter.
33. Dollmaker
6. Baker. 41. Fortune teller.
.
7. Ball-fetcher. 42. Funeral clown.
34. Ewerer.
8. Barber. 43. Galley rower.
9. Barrel maker. 44.Gambler.
10. Beadle. 45. Glove maker.
11. Bee 46. Gongfarmer.
exterminator. 47. Grave digger.
12. Beekeeper. 48. Gymnasiarch.
13. Beggar. 49. Haberdasher.
14. Belt maker. 50. Hoof trimmer.
15. Busker. 51. Hunter.
16. Carcass 52. Ice cutter.
collector.
53. Jester.
17. Chandler.
54. Jongleur.
18. Cheesemaker
55. Knock-knobber.
.
56. Knocker-upper.
19. Cherry
picker. 57. Leech collector.
20. Chimney 58. Market guard.
sweep. 59. Messenger.
21. Clockwinder. 60. Mountebank.
22. Cobbler. 61.Mushroom
farmer.
23. Confectioner
. 62. Nanny.
24. Cooper. 63. Orgy planner.
25. Cordwainer. 64. Ostrich wrangler.
26. Costermonge 65.Owl vomit
collector.
r.
66. Palanquin bearer.
27. Cup bearer.
67. Peddler.
28. Cutlery

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68. Pickpocket.
69. Poet.
70. Portraitist.
71. Powder monkey.
72. Purefinder.
73. Rat catcher.
74. Resurrectionist.
75. Roofer.
76. Sailor.
77. Scribe.
78. Scullion.
79. Seed counter.
80. Snake milker.
81. Smuggler.
82. Sophist.
83. Stablehand.
84. Stevedore.
85. Stone eater.
86. Sycophant.
87. Tanner.
88. Taster.
89. Taxidermist.
90. Tinker.
91. Toad doctor.
92. Tosher.
93. Town crier.
94. Urinatores.
95. Usurer.
96. Water carrier.
97. Wheelwright.
98. Whipping boy.
99. Whiffler.
100. Worm rancher.

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Errant
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Renown
The measure of an errant’s Renown XP Needed
fame, notoriety, and power is their
renown. An errant begins at renown 1. 1 0
If an errant ever wishes to see if someone 2 2,000
has heard of them (if it is not already
obvious), they may roll a d10 and attempt to 3 6,000
roll equal 4 14,000
or under their renown; if they are
successful, their reputation precedes 5 30,000
them.
6 62,000
An errant increases their renown 7 126,000
by gaining experience (xp), as
shown on the table opposite. 8 254,000
9 510,000
When an errant’s renown
increases, two of their attributes
increase by 1. The rest of the company decides the first attribute
that increases, based on their recent performance. After this, the
errant may themselves decide the second attribute that increases;
they may not select the same attribute the company selected.

An errant gains 1 xp per penny they waste.

Wasting is any monetary transaction which is not an investment,


some- thing which will give a return on value, either financially or
through use, or a necessity. A meal, for example, is not waste, but a
lavish banquet is.

In addition, errants also gain xp when anything in which they have


invested is unintentionally destroyed or becomes unusable, even tempo-
rarily. If a sword or piece of armour breaks, they gain xp. If a ship
they bought is reefed, they gain xp. If their burgeoning blink dog
walking business comes under threat, they gain xp.

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Errant
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Adjutants
When an errant reaches renown 2, they become notable enough that
they may, if they wish, attract an adjutant. This essentially turns one
errant into two, as a player may control both their errant and their
adjutant.

The adjutant always starts at renown 1, and can never be the same
renown as the errant to whom they are attached. An errant and
their adjutant divide xp among themselves, with the errant receiving
¾ of the xp, and the adjutant receiving the remaining ¼.

If the errant an adjutant is attached to dies, the adjutant may assume


their position, and may in turn attract an adjutant of their own.

An errant may only ever have one adjutant in their lifetime, and
should they perish, they cannot be replaced.

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Errant
s
Rosters
Players are encouraged to maintain a roster of several errants that
they can choose to play. errants of high renown may often find
themselves occupied for multiple downtime turns in important
matters, and during these periods a player can send their lower
renown errants off on adventures in their stead.

Players can pass items and information freely among the errants in
their roster, provided they are in the same place in the game world.

Players may only swap control among errants in their roster when it
makes sense to do so (e.g. generally not in the middle of an adventure),
and can only do so once per game session.

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The Violent
Combat
Renown Attacks Feats
Dice
1 1 3 2
2 1 4 3
3 2 4 4
4 2 5 5
5 2 5 6
6 3 6 7
7 3 6 8
8 3 7 9
9 4 7 10

Damage Die - d8

Extra Attacks – Gain extra attacks starting at level 3 (See chart)

Feats - You have a number of combat dice, which are the same size as your
damage die. These combat dice can be expended to perform feats.

At renown 1 you have 2 combat dice. You gain an additional combat


die each time your renown increases. Combat dice replenish after a
night’s rest.

At renown 1, you know these 4 feats.

Smite - when you make an attack roll, you may roll a


combat die and add it to your damage.
Grit - when you take damage, you may roll a combat die and
reduce the incoming damage by the amount rolled.
Dash - when you move, you may roll a combat die and add the
result to your movement roll.
Mighty Deeds of Arms!- You may attempt a stunt (Disarm
enemy, trip, etc.) with your attack by rolling a feat die. On
a 1-4, the stunt fails. Add the result as damage and keep
the die. On a 5-8, it succeeds

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Errant
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At every even renown level, you can learn a new feat from the list
below, or devise your own with approval from the guide:

Avenge - when an ally takes damage, you may expend a


combat die and immediately make an attack roll
against the enemy that targeted them.
Cleave - expend a combat die. This initiative turn,
whenever you reduce an enemy to 0 hp, you may
make another attack roll.
Command - roll a combat die. In place of one of your attack
rolls, you allow one of your allies to make an attack
roll, with a bonus to damage equal to the number
rolled on your combat die.
Exert - expend a combat die. This initiative turn, you may
make as many attack rolls as you wish, but each
attack roll you make past your normal amount deals
equal damage to you.
Goad - expend a combat die. This initiative turn, all enemies
must target you.
Intimidate – roll a combat die. Your next attack roll causes
enemies to make a morale roll with a penalty equal to
the number rolled on your combat die.
Protect - when an ally takes damage, you may roll a combat die
and reduce the damage taken by the number rolled.
Resist - when you fail a saving throw, you may expend a
combat die and re-roll it.
Strategise - roll a combat die. The next time you perform a gambit,
the dv of the enemy’s saving throw is increased by
the amount rolled on your combat die, and is made at
dire position and weak impact.
Surge - expend a combat die. This initiative turn, you
gain an additional action, which cannot be used to
make an attack roll.

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Errant
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The Deviant
Proficiency
Renown Jettons
Points
1 2 Skill+2
2 +1 Skill+4
3 +1 Skill+6
4 +1 Skill+8
5 +1 Skill+10
6 +1 Skill+12
7 +1 Skill+14
8 +1 Skill+16
9 +1 Skill+18
Damage Die - d6

Sneak Attack - When you make an attack roll against someone


unaware of your presence, you make a sneak attack, rolling two damage
dice, in addition to any enhancement the attack may receive.

Proficiencies - You start with 2 proficiency points at renown 1, and


gain 1 proficiency point each time your renown increases.

A proficiency point may be spent to gain expertise in any of the fol-


lowing proficiencies, or a proficiency of your own devising with
approval from the guide. Expertise reduces the dv of all checks (but
not saving throws) relating to that proficiency by 2.

Spending an additional proficiency point on a proficiency grants you


mastery. This confers special abilities, and changes the position of all
checks relating to that proficiency to shaky, and the impact of all
checks relating to that proficiency to strong.

Anatomy - Expertise: (alchemy, barber-surgery, cooking,


autopsies, etc.)
Mastery: Chemist – when you use an alchemist’s kit,
you can store six alchemical components rather than
four.
Awareness - Expertise: (investigating a room, checking for traps,
detecting hidden characters, appraisal, etc.)

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Errant
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Mastery: Alert – you may still act in an initiative turn
even when surprised.
Engineering - Expertise: (disarming traps, mechanics, architecture and
dungeoncraft, demolitions, etc.)
Mastery: Locksmith – when lockpicking, you may ignore
the first jam.
Fitness - Expertise: (climbing, running, jumping, acrobatics,
etc.) Mastery: Fleet-footed – as long as your
encumbrance is not greater than 4, it does not reduce
your spd.
Lore - Expertise: (history, religion, philosophy,
arcane knowledge, etc.)
Mastery: – you can cast sorceries from grimoires and
can use any magic item, regardless of restriction; your
sorcery depletion is 1 and your renown is halved
for the purposes of determining sorcery effects such as
damage and range.
Sleight of - Expertise: (pickpocketing, legerdemain, misdirection,
hand playing musical instruments, etc.)
Mastery: Pack Rat – you can retrieve any item in any
item slot as if it were a handy slot.
Speechcraft - Expertise: (bartering, haggling, deceiving, persuading,
intimidating, performing, etc.)
Mastery: – all reaction rolls for npcs interacting with
you are rolled with 3d6.
Stealth - Expertise: (hiding, moving silently and unseen,
blending in with a crowd, masking your presence, etc.)
Mastery: Assassin – you roll three damage dice when
making a sneak attack.
Survival - Expertise: (tracking, navigating, foraging and hunting,
animal handling, etc.)
Mastery: Beast Master – you gain an animal companion.
It takes its own actions during initiative turns,
though it obeys all your commands. All checks made by
your animal companion are resolved using your skill. It
has
hp and spd equal to your skill, a damage die of d6, and
can perform sneak attacks. It also receives the benefits of
any of your proficiencies, if applicable. If your animal
companion dies, you gain a new one at the start of the
next downtime turn.

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Jettons - You have a stack of jettons (best represented by poker chips),
which you can use in two ways.

You can spend jettons to reduce the dv of checks (including


saving throws) related to your proficiencies; each jetton reduces
the dv of the check by 1.

You can spend jettons to make a wager. When you make a wager,
make a claim relating to one of your proficiencies, such as “I can
climb that sheer cliff”; “I know how to disarm this trap”;. It may
include retroactive statements, such as “I’ve packed just the
thing we need”; “I’ve already stolen their weapon”; or “I bribed that
guard yesterday”. However, it may not contradict what has already
happened.

You can make any claim so long as it at least flirts with the realm of pos-
sibility, though one with mastery in their proficiency may make even
more outlandish claims.

Roll a d10, with your chance to succeed being the number of jettons
you spent (e.g. if you spent 5 jettons, you would have a 5-in-10 chance
of success).

If you succeed on the roll, your claim is true; if you fail, you suffer the
consequences decided upon by the guide, which will usually take the
form of a counterclaim. However, you will be compensated XP equal
to 10 x (Number of Jettons) spent

You regain all your jettons at the start of a downtime turn.

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Errants

71
Errant
s

The Occult
Prepared Sorcery
Renown Stabilise Maleficence Retorts
Sorceries Depletion
1 2 1 8 2d6/1d6 1
2 3 1 7 2d6/1d6 1
3 4 1 6 4d6/2d6 2
4 5 2 5 4d6/2d6 2
5 6 2 4 4d6/2d6 2
6 7 2 3 6d6/3d6 3
7 8 3 2 6d6/3d6 3
8 9 3 1 6d6/3d6 3
9 10 3 0 8d6/4d6 4

Damage Die - d4

Sorcery - You can cast sorceries. You begin play with the four
grimoires in your possession, whose sorceries you have already
learned.

A sorcery may be cast by directly reading it from a grimoire,


once per day. Doing so takes two actions during an initiative turn.

Each day, if you have had a night’s rest, you may also prepare a certain
number of sorceries, which allows you to cast them without
referenc- ing a grimoire. Casting a prepared sorcery takes one action
during an initiative turn. You may prepare the same sorcery
multiple times.

If a sorcery has an ongoing effect, its duration is determined by your


sorcery depletion.

When you cast a prepared sorcery, you may make a mind check
with a dv equal to your stabilise value plus your encumbrance. If
you succeed, you may safely cast that sorcery again.

If you fail, that prepared sorcery has become unstable, and casting it
again risks miscasting.
Errant
s
To avoid miscasting, you must succeed on a mind check with a dv
equal to d20+the number of times that sorcery has been cast since
becom- ing unstable.

Maleficence - You can invoke maleficence. Any number of prepared


sorceries can be made unstable in order to deal damage to all within an
area, with a saving throw allowed for half damage.

The range and area of effect of your maleficence is the same as that of a
sorcery.

Your maleficence deals 2d6 damage for the first prepared sorcery
made unstable, plus an additional d6 damage for each additional
prepared sorcery that is made unstable. When you reach renown 3,
and every third time your renown increases thereafter, the damage of
your malef- icence increases.

Your maleficence is unique and the manner in which it deals damage


should be defined by a one word descriptor (e.g. lightning, fire, necro-
sis). The guide may consider the circumstantial bonuses
of your maleficence and apply bonuses and penalties as
they see fit, including enhancing or
impair- ing the damage.

Retort - When an enemy casts a


sorcery or some other magical
effect, you may use a retort to
cast a prepared sorcery in
response; a prepared sorcery
cast this way is automatically
made unstable.

You can use one retort per


initiative turn.
When you reach renown
3, and every third time your
renown increases thereafter,
the amount of retorts you can
use in an initiative turn
increases.

73
Errant
s

The Zealot
Renown Favour Relics Miracle Depletion
1 pres-8 1 1
2 pres-7 1 1
3 pres-6 2 1
4 pres-5 2 1
5 pres-4 2 2
6 pres-3 3 2
7 pres-2 3 2
8 pres-1 3 2
9 pres 4 3

Damage Die - d6

Covenant - You pledge yourself to a covenant, which grants you bless-


ings and the power to perform miracles; these abilities are described in
greater detail in the Covenants & Miracles chapter on p. 108.

Favour - Your standing with your covenant is represented by your


favour, which you can spend to power your relics and empower your
miracles.

Any spent favour is regained at the start of a downtime turn.

The amount of favour you have increases with your renown, and
can be further increased by performing actions that please your
covenant.

Relics - You can attune to relics, mystical tools consecrated in the


name of your covenant. At renown 1, you may attune to one relic.

When you reach renown 3, and every third time your renown
increases thereafter, the number of relics you can attune to increases
by 1.

Any item can be consecrated as a relic, provided it meets the


following requirements: a blade must have at least an edge or a
sharpened point, and a wand must have neither; a talisman must offer
some form of pro- tection and a chalice must be able to hold liquid.
Errant
s
It costs 200 pennies and takes one travel turn to consecrate an item
as a relic. You may un-attune from a relic, but doing so requires it
be consecrated again to re-attune.

Each relic also grants a special ability.

Blade - when you deal damage, you can spend favour to inflict
a status on your opponent. This status is chosen
when the errant attunes to the relic. The status lasts
for a number of initiative turns equal to favour
spent.
Wand – when a character makes a check, you can spend favour
to reduce the dv of that check by an amount equal to
favour spent.
Talisman – when you or an ally takes damage, you can spend
favour to impair that damage a number of steps
equal to the favour spent.
Chalice - you can spend favour to grant a number of allies,
equal to the amount of favour spent, immunity
to a status. This immunity lasts for a number of
exploration turns equal to your renown.
Errant
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Errant

Covenants & Miracles


s

Performing Miracles
The Zealot does not have a set list of spells they can perform, as in some
other games. Rather, they pledge themselves to a covenant, which
may be the cult of a deity or even a philosophy or ideology to which
they are entirely devoted.

Every covenant has three or four eminences: subjects or concepts


with which they are associated and over which they hold power. The
covenant of a sun god, for example, may have eminences in light,
fire, and growth.

The Zealot can at any time attempt to perform a miracle, a


supernat- ural acts that is related to their covenant’s eminences.
They may, for example, make the light of their lantern shine brightly
enough to blind an enemy, or a tree to grow taller so they can climb
to a high spot.

To perform a miracle, The Zealot rolls a d6 plus an additional d6 for


each relic to which they are attuned, and sum the result. High rolls
indicate success, while low rolls presage failure, doom, or even death.

miracles are broken down into five power levels known as doctrines.
The more powerful the miracle, the higher the doctrine, the higher
the roll needed for success.

When The Zealot describes a miracle they wish to perform, the guide
will determine what doctrine under which it falls. Each doctrine lists
examples of miracles that fit into their power level.

favour can be used to increase the result of a miracle roll. By per-


forming actions that please their covenant, The Zealot may perma-
nently increase their amount of favour. The Zealot is free to argue their
case around whether an action ought to award increased favour, but
the final decision, as always, rests with the guide.

The Zealot can also attempt to heal their allies by performing beneficence,
a specific kind of miracle that allows them to heal their allies.

The Zealot also receives two blessings specific to their covenant


— special abilities which they can use at will.
Covenants & Miracles

The full extent of these blessings, as well as the full rules for perform-
ing miracles and beneficence, are delineated in the testament of their
covenant. One such testament follows.

The guide may wish to have some covenants prepared for their
players to select from, or they may allow players to create their own
covenants. For the latter option, there is no need to do this before a
session and to have a full testament created; simply have the player list
the eminences of their covenant, which should suffice for a session of
play, and write up the testament afterwards between sessions.
Testament of The Sacred Fire
You have made covenant with the Sacred Fire
.

Doctrines
Your covenant grants you the power to perform miracles,
supernat- ural acts related to the eminences of your covenant.

When you wish to do so, roll a d6, plus an additional d6 for each
relic to which you are attuned. The amount you must roll depends on
which doctrine under which the miracle falls.

A doctrine is a heuristic for the strength of a miracle; each lists


exam- ples of miracles that fall under their purview. The higher the
doctrine a miracle falls under, the higher the amount you must roll.

Before rolling, you may choose to offer any amount of favour and
increase your roll by that amount.
Covenants & Miracles

111
Covenants & Miracles

There are four possible results of a miracle roll:

Boon - your miracle is successful.


Pact - you must agree to form a pact with your covenant in
order for the miracle to be successful. This may require
a sacrifice, offerings, completion of a task, or some other
undertaking commensurate to the power of the miracle
performed. While you are bound to a pact with your
covenant, you may not form another pact.
Woe - your miracle is unsuccessful. Something has gone awry.
Very awry. The guide will roll upon the table of woe.
Apotheosis - your miracle is unsuccessful. Your body is consumed
by your covenant; You are dead.

112
Covenants & Miracles

The First Doctrine


The Second Doctrine
D6+D6 Per Miracle
Relic D6+D6 Per Miracle
Relic
9+ Boon
11+ Boon
6-8 Pact
8-10 Pact
3-5 Woe
3-7 Woe
1-2 Apotheosis
1-2 Apotheosis
miracles in the manner of
detecting magic, creating light, miracles in the manner of
and removing minor conditions temporarily warding evil entities,
resisting fire and poison

The Third Doctrine The Fourth Doctrine


D6+D6 Per D6+D6 Per Miracle
Miracle Relic
Relic
16+ Boon 17+ Boon
12-15 Pact 13-16 Pact
4-11 Woe 5-12 Woe
1-3 Apotheosis 1-4 Apotheosis
miracles in the manner miracles in the manner of
removing curses and normal Destroying evil entities,
conditions, commanding fire, commanding humans,
and turning evil entities communicating with animals,
and curing permanent injuries.

The Fifth Doctrine


D6+D6 Per Miracle
Relic
20+ Boon
15-19 Pact
6-14 Woe
1-5 Apotheosis
miracles in the manner of
Speaking to the divine,
commanding nature, causing
individuals to combust

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Covenants & Miracles

Beneficence - Your covenant blesses you with the power of


beneficence, allowing you to heal injuries. When you wish to do so, roll
a d6 plus an additional d6 for each relic to which you are attuned.

Before rolling, you may choose to offer any amount of favour and
increase your roll by that amount.

There are four possible results of a beneficence roll:

Boon - your beneficence is successful.


Mark - your covenant’s influence manifests as judgement
attached to the target. The mark lasts until the end of
the next downtime turn. You cannot perform
beneficence on one marked by your covenant.
Woe - something has gone awry. Very awry. The guide will
roll upon the table of woe.
Apotheosis - your miracle is unsuccessful. The target’s body is
consumed by your covenant; You are dead.

You heal a number of hp equal to the


amount rolled, regardless of the result of the D6+D6 Per Beneficence
roll. Relic
9+ Boon
Those who are enemies of your 6-8 Mark
covenant ought not to receive
beneficence, for fear of retribution. 3-5 Woe
1-2 Apotheosis

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Covenants & Miracles

Gaining favour
By performing tasks that please your covenant or further their
goals, you may permanently increase your amount of favour. Your
favour only increases the first time a given task is performed. The
completion of a pact cannot increase favour. Some examples follow:

1 favour 5 favour
Convert, through your
ᗏ word directly, a follower
to your cult. The founding of a
ᗏ new temple or place of
Make pilgrimage to a
ᗏ minor holy site worship
Uncover great deception
Solve the plight of a
ᗏ stranger. ᗏ for all to see.

15 favour
Alter the course of
ᗏ history.

ᗏ defeat a greater demon

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Covenants & Miracles

Table of Woe
If the result of a miracle roll is woe, the guide will roll on the
table of woe for the covenant. Tables of woe should not be included
in the testament for a covenant, but the guide should have them on
hand.

The target of a woe is The Zealot if the woe was the result of a regular
miracle, or the recipient of beneficence if the woe was the result of a
beneficence.

If no stated duration is given, a woe lasts until the end of the


next downtime turn. If favour was used for the roll the
effect is permanent.

An example table of woe for the Blessèd Mother follows, as well as a


template table of woe; if the guide does not wish to devise individual-
ised tables of woe for each covenant, they may simply use the template
table and decide on the specifics as needed.

Table of Woe – The Sacred Fire


1. Abuse not my gifts: Take a -1 penalty to all miracle rolls until you
spend 10 minutes uttering chants and intonations to obtain your deity’s
forgiveness.
2. Your Flesh Cannot Contain Us: Your god visits a wasting
sickness upon your body to test your faith. You immediately
suffer 2 points of Phys and Skill damage, which can only be
healed by normal rest (1 point per day), you may not use
magic to heal the loss.
3. “Bother Me Not With These Petty Trifles.” You immediately
lose access to the specific miracle that resulted in Disapproval for the
rest of this adventure.
4. Verity: You must not tell a knowing lie but can also sense when others
are lying until the next downtime turn
5. You Are Lowest Of Sinners! Take 1d4 damage. You
register as evil and undead for effects such as protection
against evil or turn undead.
6. Your Mind Cannot Contain Us: Your god visits a wasting
sickness upon your body to test your faith. You immediately
suffer 2 points of Mind and Pres damage, which can only be
healed by normal rest (1 point per day), you may not use
magic to heal the loss.

116
Covenants & Miracles

7. Flame from within: Burns appear all over target’s body,


and pieces of their flesh are cut away. They take d6 damage.

8. Eyes of the Heart: Target is blinded for the next hour but
becomes able to sense the emotions of others.

9. Heart of Fire: All within 30 feet of the target must make a


Phys saving throw or be assaulted with blistering heat, losing
1d4 points of pres until the next downtime turn.

10. Hammer of Witches: All within 30 feet of the target must


make a mind saving throw or have all their spells
destabilized.

11. Mark of Stars: Target glows with a bright light for an


hour. They are easily visible.

12. Agony: Target takes 1d6 damage.

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