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 traditional 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 consider 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.
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.
Graphic: Three nervous Errants ascend a staircase. The one in front has pointy ears poking out between their bandana and their pointed cap. They’re wearing a gambeson, holding a longsword, and looking straight ahead. The second Errant, carrying a massive backpack, grips the railing and looks around them nervously. The last Errant in line is shorter than the rest. They hold a dagger at the ready, and are looking up with their one good eye—the other covered by a bandana. The staircase is adorned with railing posts carved into Hellenistic scupltures of nude women. The wall behind and above the adventurers is dense with framed paintings: a glaring gremlin, an evilly grinning fop, the grim reaper with scythe, several landscapes, and one frolicking nude.
Select Starting Equipment
All Errants start with:
- A backpack.
- A medium weapon of their choice (1 Item Slot).
- A quiver of ammunition, if needed (1 Item Slot, Depletion 2).
- A bedroll (1 Item Slot).
- A torch (½ Item Slot, Burn 2).
- 50’ of rope (½ Item Slot).
- A mess kit (¼ Item Slot).
- A tinderbox (¼ Item Slot).
- Rations (¼ Item Slot, Depletion 1)
- A waterskin (¼ Item Slot).
- 4 Supply (¼ Item Slot each).
Graphic: A smiling Errant with wooden club gripped in both hands, ready to swing.
In addition to equipment based on your Archetype.
- 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).
- The Deviant starts with either burglar’s tools (1 Item Slot) or an alchemist’s kit (1 Item Slot).
- The Occult starts with the four Grimoires of their starting Sorceries (1/4 Item Slot each).
- The Zealot starts with one of their Relics (1 Item Slot).
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 language 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.
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Their HP is equal to their phys.
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How many Item Slots they have, which is equal to their phys.
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Their SPD (both backpack on and off), which is equal to their skill minus Encumbrance.
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Their Alignment, which starts at N, except for Errants of The Zealot Archetype who belong to Lawful or Chaotic Covenants, who start at either L1 or C1 respectively.
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Their damage die and any other abilities granted to them by their Archetype.
- The Deviant should spend their Proficiency points.
- The Occult should generate their four starting Sorceries with the Guide.
- The Zealot should devise their Covenant with the Guide.
Keepsakes
- The sword of the hero Black Mask. Useless, but looks really cool.
- Big, floppy cork hat. Waterproof.
- Strange pair of boots, with four wheels attached to each sole.
- Jar of pungent pickled eggs, given to you by a stranger on a carriage.
- Pair of cosy, woollen socks.
- Bucket filled with crabs.
- Goblin child: it is convinced you are its mother.
- Case of costume jewellery. Worthless, but convincing from a distance.
- Deck of cards with an extra ace.
- Banned edition of the major holy text of the land, filled with heretical dogma and apocryphal stories.
- Large hoop skirt, big enough to hide a small child in.
- Bagpipes.
- Black leather boots, knee-high. Black leather gloves, elbow-length. A riding crop. A gag.
- Just two guys, ready to help you out. They’re burly, they’re brawny, they’re best friends.
- Coat you stole from a disgraced magician. Full of kerchiefs, dead doves, and other miscellanea.
- The signet ring of an unknown king.
- Dwarven treasure dog, loyal but cowardly.
- Pouch of firecrackers.
- A dolorous cow.
- String of 12 hard sausage links.
- Bottle of incredibly fine whiskey, which you clearly stole.
- 10’ spool of thin, copper wire.
- Pincushion, filled with pins.
- The finest ham in all the land, smoked by the man, Pitmaster Sam!
- Long, strong elastic cord.
- Bowling ball.
- Small vial of acid. Very corrosive.
- Bag of chilli powder.
- Needle and thread.
- Wig of beautiful golden hair. Reaches down to your ankles.
- Bag of beloved marbles that you won from a child.
- Several small jars of bright acrylic paints.
- Unnerving and upsettingly lifelike puppet.
- Incredibly avant-garde and impractical clothes that no sane person would be willing to purchase.
- Small bag of incredibly pungent and heady herbs. When burned, even smelling the smoke is enough to intoxicate someone.
- Package, addressed to someone you don’t know, in some place you’ve never heard.
- Rake.
- Bottle of lubricant, suitable for internal, external, and industrial use.
- Extremely springy spring.
- Mechanically articulated hand attached to a stick. All of the fingers can be controlled independently, though it is quite confusing to operate.
- Lump of clay.
- Wind-up music box.
- Tube of fast-drying, industrial-strength glue.
- Pair of stilts.
- Book of fiery, righteous, political polemic.
- Pair of tinted spectacles.
- Very fine squash.
- Vial of medicine, syrupy and sweet. Makes one quite drowsy.
- Bag of flour.
- Plague doctor’s mask, stuffed with fragrant herbs.
- Wheel of aged Grey Matter, the mouldiest cheese in the world. Causes intense hallucinations.
- Pouch of laxative powder.
- Snorkel.
- 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.
- Glitter.
- Jug of genuine wolf piss.
- Fire-squirt.
- Bottle of rat poison.
- Pouch of beans.
- Snake.
- A few pamphlets of surprisingly convincing conspiracy theories.
- Pot labelled ‘rice pudding’ that is actually filled with liquid cement.
- Glass case of pinned butterflies.
- Two magnetic spoons.
- Collapsible walking cane.
- Priest’s vestments.
- Game with stone pieces and a cloth board. The accompanying instruction booklet is full of poorly worded, incomprehensible, and contradictory rules.
- A trio of newborn puppies.
- Small glass cylinder, rounded at the tips. Quite phallic.
- Sachet of dried cooking herbs.
- Packets of various coloured dye powders.
- Thick, heavy blanket you’ve carried with you since childhood.
- 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.
- Set of clothes lined with fleece. Very warm.
- Dismembered pinky finger with a long painted red fingernail.
- The flu.
- Small sundial attached to a wrist strap.
- Booklet of various fashionable hair, beard, and moustache styles.
- Crystal monocle, also useful as a lens.
- Polished metal hand mirror.
- Delicious cake, baked for you by your sweetheart.
- An incredibly belligerent goose.
- A four-leaf clover.
- Packet of saccharinely sweet lollipops.
- Large bar of hard soap, floral scented.
- Bag of small ceramic balls, which explode in a blinding flash of light when thrown.
- Small tube of pale pink face paint.
- Umbrella.
- Tub of styling gel.
- Rapidly decomposing fish.
- Bottle of incredibly pungent perfume.
- Trained messenger pigeon.
- Fine-mesh net.
- Pouch of itching powder.
- Hand drum.
- A dozen angry hornets in a jar.
- Wind-up clockwork toy.
- Your dad. Capable of criticizing anyone till they feel incompetent and worthless.
- Jar of sweet, sticky honey.
- Set of loaded dice.
Graphic: An Errant turned away from the frame, so we see only their heavily laden backpack.
Failed Professions
- Acrobat.
- Alewife.
- Antiquarian.
- Apothecary.
- Armpit-hair plucker.
- Baker.
- Ball-fetcher.
- Barber.
- Barrel maker.
- Beadle.
- Bee exterminator.
- Beekeeper.
- Beggar.
- Belt maker.
- Busker.
- Carcass collector.
- Chandler.
- Cheesemaker.
- Cherry picker.
- Chimney sweep.
- Clockwinder.
- Cobbler.
- Confectioner.
- Cooper.
- Cordwainer.
- Costermonger.
- Cup bearer.
- Cutlery vendor.
- Cutpurse.
- Ditch digger.
- Dog walker.
- Dog whipper.
- Dollmaker.
- Ewerer.
- Executioner.
- Fish gutter.
- Flatulist.
- Fletcher.
- Florist.
- Flyter.
- Fortune teller.
- Funeral clown.
- Galley rower.
- Gambler.
- Glove maker.
- Gongfarmer.
- Grave digger.
- Gymnasiarch.
- Haberdasher.
- Hoof trimmer.
- Hunter.
- Ice cutter.
- Jester.
- Jongleur.
- Knock-knobber.
- Knocker-upper.
- Leech collector.
- Market guard.
- Messenger.
- Mountebank.
- Mushroom farmer.
- Nanny.
- Orgy planner.
- Ostrich wrangler.
- Owl vomit collector.
- Palanquin bearer.
- Peddler.
- Pickpocket.
- Poet.
- Portraitist.
- Powder monkey.
- Purefinder.
- Rat catcher.
- Resurrectionist.
- Roofer.
- Sailor.
- Scribe.
- Scullion.
- Seed counter.
- Snake milker.
- Smuggler.
- Sophist.
- Stablehand.
- Stevedore.
- Stone eater.
- Sycophant.
- Tanner.
- Taster.
- Taxidermist.
- Tinker.
- Toad doctor.
- Tosher.
- Town crier.
- Urinatores.
- Usurer.
- Water carrier.
- Wheelwright.
- Whipping boy.
- Whiffler.
- Worm rancher.
Renown
The measure of an Errant’s fame, notoriety, and power is their Renown. An Errant begins at Renown 1. If an Errant ever wishes to see if someone has heard of them (if it is not already obvious), they may roll a D10 and attempt to roll equal or under their Renown; if they are successful, their reputation precedes them.
An Errant increases their Renown by gaining experience (XP), as shown on the table below.
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, something 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 temporarily. 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.
| 1 | 0 |
| 2 | 2,000 |
| 3 | 6,000 |
| 4 | 14,000 |
| 5 | 30,000 |
| 6 | 62,000 |
| 7 | 126,000 |
| 8 | 254,000 |
| 9 | 510,000 |
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.
Graphic: Four Errants stand in a small crowd. A horned and heavily armored creature, nearly as broad as they are tall and wielding a battleaxe half again as tall as they are. A diminutive woman wearing an apron, triumphantly holding a waterskin aloft as smoke billows voluminously from it. A lean figure in robes examining a smoking orb with interest. Their small brow, wide eyes, gaunt features and two prominent fangs are reminiscent of nosferatu. An older man with a scraggly mustache and thick glasses. He wears a side-button jacket of severe cut, and carries barber’s tools. The lower half of his body is spattered with mud…or blood. The crowd continues onto the next page.
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.
Graphic: A small crowd of four Errants, continuing from the previous page. A short figure wearing muddy rags, their face obscured in a dark hood save for a pair of brightly glowing eyes. They stand with arms folded, and a weapon as large as they are strapped to their back. An aristocratically dressed woman looks down at the small figure with disinterest. Her hair is gathered into a decorative net, and two large horns bedecked with rings sprout from her forehead. She carries an easel and canvas under one arm, with several large rolls of paper behind her. A freestanding slime creature, with four eyes and a grinning mouth that drift only vaguely near their expected positions. The slime is filled with all manner of detritus: a ring, a crowbar, an arrow, two flasks of liquid, a shield, and a spear with a star of sharp spikes just beneath its tip. The slime is being touched by a young woman with a thick braid that drops down below her knees. She’s looking at the strands of goo dangling between her hand and the slime creature with an expression of mild distress. In her other hand she clutches a pot, from which ferns and flowers grow.
The Violent
| 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 |
Graphic: A heavily plated figure, dark with shadow. The violent rests her great heavy sword across one shoulder, and holds a circular shield with a striking serpent crest in the other. A cloak of chainmail hangs from beneath her armored plates, and if her face is uncovered beneath her helm it is not visibe in the shadows.
Damage Die - D8
Extra Attacks - When you reach Renown 3, and every third time your Renown increases thereafter, the number of Attack Rolls you can make when you take an action to attack increases by one.
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.
The number of Feats you can use in one Initiative Turn is equal to the number of Attack Rolls you can make.
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 3 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.
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.
The Deviant
| 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 |
Graphic: The deviant slouches with an arm raised and round bells balanced between their fingers. They are dressed in a puffy costume sewn from multiple patterned fabrics and carry a pouch strung across their shoulder. Their sunken eyes are visible behind a veil and bird’s beak mask.
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 following 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.
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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.
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Awareness - Expertise: (investigating a room, checking for traps, detecting hidden characters, appraisal, etc.)
- Mastery: Alert – you may still act in an Initiative Turn even when surprised.
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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.
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Sleight of hand - Expertise: (pickpocketing, legerdemain, misdirection, playing musical instruments, etc.)
- Mastery: Pack Rat – you can retrieve any item in any Item Slot as if it were a handy slot.
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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.
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”; “I’ve packed just the thing we need”; “I’ve already stolen their weapon”; or “I bribed that guard yesterday”.
You can make any claim so long as it at least flirts with the realm of possibility, 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.
When you make a wager, you may ask the Guide for a devil’s bargain: they will also roll a D10, though they will keep the result hidden from you. When you roll for your wager, you may choose to take either the die you rolled or the die the Guide rolled to determine if you are successful.
If you choose the die the Guide rolled and are successful, you regain a number of Jettons equal to the difference between your roll and the Guide’s. However, if you choose the Guide’s die and fail, the consequences will be far worse.
You regain all your Jettons at the start of a Downtime Turn.
Graphic: A heap of tools strewn against the wall. A keyring full of keys, a pair of heavy tongs, a bullseye lantern, a scattering of torches, an iron-tipped club, a bolas, a satchel, a small dagger, and a plain mask that covers from forehead to upper lip.
The Occult
| 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 referencing 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.
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 becoming 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 maleficence 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, necrosis). The Guide may consider the circumstantial bonuses of your maleficence and apply bonuses and penalties as they see fit, including enhancing or impairing 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.
Graphic: The occult steps forward from a row of lit candles. Their entire body is covered from the peak of their steeply arched hood, to their bandage-wrapped hands, to hem of their floor-length robe. Even their face is covered by a paper talisman. In one hand they carry a long gnarled staff, in the other they’ve raised a small bowl to chest height.
The Zealot
| 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 blessings 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 protection and a chalice must be able to hold liquid.
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.
Graphic: The zealot is a stern-faced figure crowned with a headdress covered in needles. They wear in a cloak and gown that falls from their elbows and is adorned by many drooping chains. They carry a heavy sword over their shoulder. Their right hand bears an illuminated staff, and their left is raised to their torso with an open palm.