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Game Design
Layout Design:
Art Direction:
Typesetting:
Cover Artist:
Greg Christopher
Greg Christopher
Greg Christopher
Greg Christopher
Eko Puteh
ekoputeh.deviantart.com
Artists:
Irina Chukina: deelane.deviantart.com
Etienne Deffinis: etienne-deffinis.daportfolio.com
Volkan Kucukemre: vkucukemre.deviantart.com
Josu Hernaiz: www.josuoh.com
Hokunin: hokunin.deviantart.com
Sjoerd Hourences De Jong: www.hourences.com
Eko Puteh: ekoputeh.deviantart.com
Emi Sandu: touchedbyred.daportfolio.com
Erich Schreiner: www.drakken.de
Per Sjgren: www.perkan-arts.com
Rod Wong: www.rodimus25.com
Dedication
This book is dedicated to all the people who contribute to free online distribution of ideas
and content on the Internet. This includes but is not limited to: bloggers, contributors to
Wikipedia and other Wikis, Lolcat creators, open source software developers, artists who
make their work available for free on the internet via sites like DeviantArt, podcasters,
educational institutions like Sanford University who make video and audio of lectures
available online for free, conferences who make video of their conference presentations
available online such as TED, websites that accumulate free content for viewing such as
Huffington Post and Fora.tv, and other similar creators and distributors.
This book is also dedicated to those who desire to discuss the world in a serious way
based on the application of reason and scientific understanding. This includes but is not
limited to: Chris Anderson, Dan Areily, Julian Assange, Tim Brown, Richard Dawkins,
Alain de Botton, Jared Diamond, Ben Dunlap, Niall Ferguson, Richard Feynman, Dan
Gilbert, Malcolm Gladwell, Seth Godin, Jonathan Heidt, Victor David Hanson, Sam
Harris, Stephen Hawking, Dean Kamen, Paul Krugman, Larry Lessig, Steven Leavitt,
Steven Pinker, James Randi, Ken Robinson, Carl Sagan, Michael Sandel, Barry Schwartz,
Michael Shermer, Clay Shirky, Derek Sivers, Gary Vaynerchuk, Jimmy Wales, and Phillip
Zimbardo. This book is also dedicated to Lewis Black, Stephen Colbert, Bill Maher, and
John Stewart for speaking truth to power at a time when it is needed most.
Finally, this book is dedicated to my wife and our two children. I will love you always.
The Character:
In order to play Errant, you must create a character. A character is your avatar in the game world and you will record information about your
character on the Character Sheet at the back of this book. You may want to write on the sheet in pencil so that you can erase what you have
written and adjust the character if you change your mind later. You may want to make notations on the edges of the sheet to reference later.
How to be a Character:
Another person at the table, the Gamemaster (GM) creates the entire
world around the players and everything in it. They are the person
who is describing this imaginary world to you. The GM will play the
roles of all the people you meet in this world who are not members
of your party. This includes everyone from the kind innkeeper and
local sheriff to the monsters and villains.
There are some common elements of this world that are described
in this book. The GM may override those elements, but they are
discouraged from doing so. For example, the GM could decide that
the world has more advanced technology than described in Errant.
This may imbalance some of the choices in the game, such as the
utility of armor or bows in the face of gunpowder. The bottom line
is that ultimately the world is the creation of the GM. Errant merely
provides a template for them to work with to build their own world.
At the start of the game, the GM may provide you with guidance on
what you can expect in this world and maybe some info about what
has been happening before the start of the game. For example, the
GM might tell you that you are all on a boat together sailing to a
far-away city. This provides the starting point for the game.
Character
Design
Step 6: Luck
Step 2: Race
Step 7: Languages
Step 3: Class
Step 8: Karma
Step 5: Ambitions
Attributes:
Determining Attributes:
Attributes are generated by rolling 3d6 six times in succession and
writing down the result of each roll. This will give you six scores
between 3 and 18. If two or more of the results are below 7 or the
total of all attributes is less than 60, you may choose to discard them
and roll again. You will then assign each result to one attribute.
What do Attributes represent:
Attributes represent your innate raw potential to accomplish tasks.
Every roll that you make in the game to accomplish something will
be based, at least in part, on one of your attributes. Attributes are the
foundation of your character and have a strong impact on the game.
Testing Attributes:
In the course of the game, you will describe to the GM what you
wish to do. In most cases, no rolling is required. For example, you
dont roll dice to walk down the street. However, when something
involves risk of failure, the GM can call for a test to determine the
outcome of your action. For example, you may wish to climb a wall.
The GM may have you test your Strength to accomplish it.
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Attributes
Muscular Power and Physical Strength
Grace of Movement and Coordination
Physical Health and Endurance
Mental Power and Intellectual Capacity
Common Sense and Perception
Social Presence and Empathy
You do not voluntarily make attribute tests. You only make them at
the request of the GM when they use the dice to decide the outcome.
When making an attribute test, roll 1d20. If your result is equal to or
below the value of the attribute being tested, you succeed. If not, you
fail and may suffer consequences of failure. In the above example,
failure may mean injuring yourself by falling from the wall or it may
not. That is up to the GM.
When you receive a bonus or a penalty to an Attribute test, the
modifier is applied to the Attribute, not the die result. Thus if you
have a 12 strength and get a +2 bonus, you are trying to roll a 14 or
less on the 20-sided die in order to succeed.
Strength:
Dexterity:
Intelligence:
Wisdom:
The GM may ask you to test your Dexterity when you attempt to
perform an action that requires coordination, such as jumping
across a chasm or catching a thrown bottle without breaking it.
The GM may ask you to test your Wisdom when you attempt to
perform an action that requires common sense or perception, such
as determining what is proper etiquette when greeting a local noble
or trying to assess the emotional state of the innkeeper.
Constitution:
Charisma:
The GM may ask you to test your Constitution when you attempt to
perform an action that requires endurance, such as pushing yourself
to climb one last hill before resting or outrunning someone who is
chasing you over a long distance.
The GM may ask you to test your Charisma when you attempt to
perform an action that requires influencing people, such as trying
to convince the guard to untie you or a retainer to follow you into a
dangerous situation.
Race:
Race represents your characters biological and cultural heritage. This choice will have a powerful impact on the game experience that you
have with your character. Your racial choice may open or close opportunities to your character, bolster or weaken different values, and
determine what exactly your character sees when they look at the world around them.
Human:
Half-Elf:
Elf:
Dwarf:
Gnomes:
Halfling:
10
Class:
Class represents your characters training and occupation. This choice will have a powerful impact on the game experience that you have with
your character. Your class choice defines your characters role in the world, what they are capable of doing, and often what they aspire to be.
As you gain experience and level up, you will become more powerful in your class abilities.
Hit Dice:
Starting Gold:
Major Save:
Minor Save:
Class Skills:
Some class descriptions specify class skills. When using these skills,
add your character level to your attribute. For example, a 3rd level
Knave would add +3 to their Dexterity when engaged in Stealth.
More information on class skills can be found under Class Skills.
Weapon Training:
Bard:
Deceit
Weapon Training:
Dagger
Shortsword
Rapier
Scimitar
Longsword
Club
Spellcasting: Bards know every spell that has (B) in the spell name.
They can cast these spells for a Hit Point cost equal to the Spell level.
For example, a 2nd level spell costs 2 HP to cast. Bards cast spells
using their Charisma attribute.
Bardic Knowledge: Bards pick up bits and pieces of knowledge in
the course of their travels. However, this knowledge is unstructured
and random, unlike the deliberate study of a Scholar. A Bard can
use the Expertise class skill, but without the normal penalty for
being untrained and only for vague information that requires a bit of
reasoning to utilize effectively. As some might say, a Bard knows just
enough to be dangerous.
For example, a Bard might remember that the Chalice of the Ice
Queen leaves a blue tint on the lips of those that drink from it, but
not know that the blue tint is a magical glamer that causes the next
person they kiss to die of pneumonia.
Positive Styles
Epic
Devotional
Inspirational
Increase
Fear
Magic
Pain
Negative Styles
Tragedy
Bellowing
Ridicule
Decrease
Fear
Listen
Pain
Druid:
Class Skills:
Expertise (Nature) Orient
Weapon Training:
Club
Quarterstaff
Spear
Fighter:
Weapon Training:
All Melee Weapons
Combat Parry: Any character can stop
an opponents weapon from hitting
them by placing their own weapon
in the way using the normal rules of
combat, however doing so will cause
the abandonment of your own combat
action. A Fighter can parry a single attack
each round without giving up their own
action. A Fighter can also parry after
having made their own attack.
For example, in a battle with two Ogres,
a Fighter could attack one of the Ogres
as a normal part of combat and then
be attacked later in the round by the
other Ogre. The Fighter could parry this
second attack. Alternatively, if one Ogre
attacked him early in the round, the
Fighter could parry that attack and still
make his own attack later in the round.
Effortless Armor: The weight of any armor worn by a Fighter
does not count in their encumbrance calculation, unless they are
swimming, flying, or if the Fighter is carried by someone else.
Level
1
2
3
4
5+
Bonus
+3
+4
+4
+5
+ CL
Penalty
-2
-2
-1
-1
-
Attribute
STR
STR
DEX
STR
DEX
DEX
Bonus
Damage
To Hit
Armor Class
Damage
To Hit
Armor Class
Penalty
Armor Class
Armor Class
Damage
To Hit
Damage
To Hit
14
Knave:
Knaves are vagabonds and thieves that drift around looking for an
easy score. Like the bard, they tend to skate by on their wit more
than other classes. Knaves also have a tendency to acquire their
possessions in ways that are generally frowned upon by the others
and this often leads them to have low Karma scores.
Knaves lack the straight combat ability of a Fighter or Paladin
and generally avoid direct confrontation. However, they have
extraordinary abilities to strike at their enemies in precise tactical
ways that often require some planning and forethought. A Knave
often lives and dies by their ability to remain undetected right up
until their knife finds the opponents throat.
Hit Dice: 1d8
Major Save: Snap
Class Skills:
Charm
Disable
Deceit
Stealth
Weapon Training:
Dagger
Shortsword
Club
Quarterstaff
Rapier
Spear
15
Paladin:
Class Skills:
Charm
Weapon Training:
Longsword
Warhammer
Mace
Dagger
Morningstar
Ranger:
Rangers are rough folk that wander the wilderness. Their goals
are many and varied. Rangers are more comfortable in a wild
environment than a civilized one and they tend to stay in towns as
little as possible before moving on.
Shooting a bow on a battlefield with a high arc and no specific target
is something you can teach a peasant in a few days. Shooting a bow
at a low arc to hit a specific target is another thing entirely, taking
years of practice to perform reliably. A Ranger is the only class with
this kind of training and it gives them a decided advantage in ranged
combat situations. A Ranger can sometimes kill enemies before they
even get within arms reach.
Hit Dice: 1d8
Major Save: Snap
Class Skills:
Expertise (Nature) Stealth (Nature)
Orient
Weapon Training:
Quarterstaff
Spear
Bows
Dagger
Club
Hand Axe
Level
1
2
3
4
5
6
7
8
9
10+
Die to Call
1d10
1d8
1d8
1d6
1d6
1d6
1d4
1d4
1d4
Always
If the animal is slain, the Ranger can only acquire another by finding
another animal in the wild and convincing it to become their
friend and partner. The GM should make this a serious process of
atonement and contrition.
Companion Examples
Black or Brown Bear
Cougar / Tiger
Deer / Elk
Wolf / Coyote
Boar / Warthog
Wild Horse or Pony
Badger / Wolverine
Large Snake
17
Scholar:
Class Skills:
Expertise
Weapon Training:
Dagger
Quarterstaff
Club
18
Sorcerer:
Weapon Training:
Dagger
Quarterstaff
Club
Level
1
2
3
4
5
6
7
8
9
10+
Die to Call
1d10
1d8
1d8
1d6
1d6
1d6
1d4
1d4
1d4
Always
Sorcerers can cast these spells for a Hit Point cost equal to the Spell
level. For example, a 2nd level spell costs 2 HP to cast. Sorcerers cast
spells using their Constitution attribute.
Familiar Examples
Cat
Rat
Weasel
Snake
19
Class Skills:
Charm:
Description
Refuses to speak, may use violence if pressed
Speaks to you only to appear graceful
Will suffer your conversation for short duration
Open to conversation but slightly reserved
Talkative, usually shares information if asked
Very Talkative, will share all information if asked
Deep companionship, volunteers information
Skills
Charm
Deceit
Disable
Expertise
Orient
Stealth
Attribute
CHA
CHA
DEX
INT
WIS
DEX
Rolled to
Impress and convince others
Deceive and mislead others
Disable traps and pick locks
Knowledge and analysis
Navigate unknown territory
Avoid being noticed by onlookers
Deceit:
Disable:
20
Expertise:
Orient:
Stealth:
The Stealth skill is used to avoid detection. You can make a Stealth
test anytime you are not being observed by anyone, excluding your
own party members of course. When you make a Stealth test, the
GM will record your margin of success and compare it to the margin
of success of anyone making a Spot saving throw to detect you.
A Ranger can only use their Stealth skill in a natural environment
like a forest or natural cave. They cannot use the skill inside of a
building or within an underground structure like a Dwarven city.
21
Saving Throws:
Calculating Saving Throws:
Each saving throw is associated with a base attribute. The sum of
that attribute and all applicable modifiers should be recorded on
your character sheet. Racial and Class choices that you have already
made, for example, will affect the values of your saving throws by
giving bonuses or penalties.
What do Saving Throws represent:
Saving throws represent your characters instinctive behavior and
natural resistances. They will vary significantly between characters,
representing their racial background, training in their class, and
years of experience.
Rolled to
Quickly close mouth to hold breath
Stay in control despite powerful fear
Hear something in time to take action
Prevent magic from harming you
Keep functioning despite pain
Move quickly to evade something
See something in time to take action
Prevent toxin from harming you
22
Breath:
Fear:
Pain:
This saving throw represents your ability to stay focused in the face
of overwhelming fear. This may be the fear inspired by a monster,
a magical spell being cast upon you, or a wide range of potentially
terrifying situations. Traveling around at night is a great way to
practice this save. Failing to make the throw usually results losing
control of your character while they attempt to flee the area.
Snap:
Listen:
Spot:
If you wish to simply sit and actively listen for sounds, this saving
throw is not used. Instead, the GM can either tell you what you hear
or call for a Wisdom test if applicable.
Magic:
Toxin:
This saving throw represents your ability to quickly move out of the
way. This may be pulling your hand back before it gets caught in a
trap or it might be avoiding an assassins arrow. Dodging in combat
relies upon this saving throw. Failing to make the throw means that
you did not get out of the way in time to avoid being hit.
This saving throw represents your ability to resist the harmful effects
of a chemical, biological, or magical substance. This may be an
ingested poison or concentrated fumes in an enclosed space. Failing
the saving throw means you experience the full effects of the toxin.
23
Ambitions:
Every character has two types of ambitions; major and minor.
Ambitions represent what drives your character to take actions and
should serve as a useful method for shaping development over
time. They exist purely for your benefit as the player to provide a
framework for you to express what your character really wants to
achieve in their life.
Ambitions should encourage the player, not restrict them. If you feel
like you are being held back by your ambitions, change them.
Major Ambitions: At character creation, you must specify the major
ambition of the character. This represents an achievement which, if
accomplished, would cause the character to retire from adventuring.
This ambition serves no mechanical goal, but it does show the GM
what your character is really concerned about doing with their life.
As a player, you should keep in mind that this is what your character
is really interested in achieving. If they are spending too much time
on tasks that are not related to fulfilling this ambition, perhaps you
should have the character express displeasure with the path that the
party is taking and try to get the other characters to help you achieve
your own ambitions for a while.
Minor Ambitions: At any time during the course of play, you can
create a minor ambition. This represents a short-term goal that
occupies the characters immediate thoughts. When created, you
must negotiate an experience point value with the GM that will be
given to the character if they achieve the ambition. This value should
represent the relative difficulty of accomplishing the task. You can
have up to three different minor ambitions at one time.
For example, after having a particularly tense encounter with the
local Duke your character feels slighted and wants revenge. You talk
with the GM and they agree that if you can publicly humiliate the
Duke then your character will receive 100 experience points.
Luck:
Languages:
Luck represents your ability to defy fate. Luck has a starting value
determined by rolling 2d6. Certain races can roll additional dice to
increase their starting luck. Luck cannot be increased through play
unless it is given to a players as a reward from the GM.
Every character begins play with the ability to speak at least one
language. Due to the primitive education systems of the time
period, all characters are functionally illiterate except members
of the Scholar class. Someone who is illiterate may still be able to
understand signs and the meaning of some symbols. They may even
be able to recognize a few words such as the name of their King,
their God(s), or their family surname.
Luck can be depleted over time through use. Any time a player rolls
a d20 to attempt something and fails, they can spend a point of
luck to add the value of their current luck to your total (not the die
result). This can allow you to do some pretty amazing things.
For example, a Halfling is trying to jump across a chasm to escape
from a monster. The GM tells him to make a Strength test to do it.
Since he is running at a full sprint, the GM gives him a +2 bonus.
He has a Strength of 10, so with the +2 bonus he needs to roll a 12
or less to make the jump. He rolls a d20 and gets a 19. Rather than
endure a potential deadly fall, he lowers his luck from 9 to 8 and
adds 9 points to his 12 bringing his total up to 21. The 19 rolled
is now beneath his total. He barely makes the jump and escapes a
tragic death.
At the beginning of the game, you will have a lot of lucky breaks.
Over time, this will fade and you must stand on your own merits.
Karma:
Hit Points:
You may temporarily lose hit points when you are struck with a
weapon, affected by a magical spell, or the subject of a variety of
events. Some classes can also voluntarily use hit points to power
magical spells. A character with all of their hit points is fresh and
rested. A character with no hit points is battered and bruised to the
brink of injury. It is important to remember that a character with
zero hit points remaining is still not seriously injured. Instead, they
are winded, exhausted, bruised, battered, or slightly bloodied.
Hit points regenerate at a rate of 1 per 6 hours of serious rest in a
warm, safe environment. Anything more strenuous than occasionally
getting up to put wood on the fire is considered work and not rest.
Once your Hit Points are totally exhausted, further attacks will result
in Temporary Attribute Damage. This represents actual injury.
Attribute Damage:
True injury occurs when your character is affected in a way that
normally would cause hit point loss but they are out of hit points.
Typically, this is a result of being struck by a weapon while at low
or zero hit points. If you have to lose hit points but have none left
to give, your character will suffer temporary attribute damage
instead. If attribute damage would reduce the attribute in question
to zero or less, the blow ends your characters life instead.
Temporary attribute damage is
determined randomly, rolling on
the table to the right. Whatever
damage you would have
sustained in hit points is taken
instead from the Attribute rolled.
Your attribute is only temporarily
lowered until you can have it
magically restored or treated
by the Scholar. If treatment is
not begun within 12 hours of
the injury, you must make Save
vs Toxin every 12 hours or the
damage will become permanent.
You may notice that it is much more likely that you will be sustain
injury to your physical attributes than your mental attributes. This
is because a physically powerful person is more likely to survive
injuries while a physically weak person can be killed more easily.
For example, while at zero hit points you are struck a blow that
would normally deal 2 hit points of damage. You roll 1d10 and get
an 8, indicating Intelligence damage. Your Intelligence is reduced by
2. If you dont get treated by a Scholar or magically healed within 12
hours, you could have permanent brain injury!
Permanent attribute damage can only be reversed by magical means.
Armor Class:
Armor Class (AC) represents how difficult it is to hit you in combat.
Note that this is different from actually touching you. Your weapon
may be making contact with someone wearing plate armor, but not
hurting them. An unarmored person has an Armor Class of zero.
You can raise your armor class by putting on armor. Armor and
its bonuses do not stack. In combat, AC is subtracted from your
opponents attack attribute, making it hard to deal a damaging blow.
For example, a Fighter wearing a set of
Armor Class Calc
Full Plate armor, a Helm, and carrying
Shield
+1
a Shield has an AC of 9. Someone who
Helm
+1
would normally roll against a 15 to hit in
Full Plate
+7
combat would instead roll against an 6
to hit a Fighter so equipped. This is very
AC 9
strong protection from damage. Magical
armors will exceed normal armor values
and may provide further special abilities beyond AC.
Gifts:
Gifts are special abilities that can be selected every other level. There
are no degrees or levels to Gifts. You either have a Gift or you do
not. Gifts represent personal growth over time and the discovery of
previously overlooked talents or abilities.
For example, there is a Gift called Dual-Wield. This gift allows you
to use a weapon in your off-hand instead of a shield. Someone who
sees you wielding two weapons will definitely remember that you
came through. Gifts are often the cornerstones of your characters
reputation because they allow you to do things that very few people
can hope to emulate.
All Gifts are listed in the Gift Appendix so that you can reference
them later at your leisure.
28
Experience Points:
Experience points are used by the game to measure the progression
of your characters power and skill over time as a result of practice
and repetition. The method and reason for receiving experience
points is left solely to the GM. The most common reasons are listed
below, however your GM can do whatever they want.
Defeating Monsters: Every monster has an experience point value
associated with them. Whenever that monster is defeated, the GM
may award these points and everyone in the party that survived the
combat divides these experience points equally. As more characters
participate in the combat to defeat the monster, each individual will
receive less experience points from the victory.
Achieving Minor Ambitions: Every time you accomplish a minor
ambition, the GM may award you an amount of experience points as
negotiated when the ambition was defined.
Quests and Puzzle Solutions: When you complete a quest or solve
a particularly difficult puzzle, the GM may award you an amount
of experience points to represent the challenge of the task. The GM
may make the players aware of what potential rewards exist when
the characters first learn about the quest or puzzle, or they may keep
that information secret until the quest or puzzle is completed.
Recovered Treasure: When you recover treasure from a wilderness
location, the lair of a monster, ruins lost to time, or similar locales,
the GM may award you an amount of experience points equal to the
gold piece value of the treasure recovered.
Excellent Roleplaying: The GM may grant experience points to
someone who is engaged in excellent roleplaying. This is defined as
acts that reinforce characterization. For example, a player may make
a decision that is detrimental to their objectives, but would make
sense for the character to do, such as giving a donation to charity or
destroying a powerful item to keep it out of the hands of villains.
Level
1
2
3
4
5
6
7
8
9
10
+
Leveling Up:
A character has a character level that is an indication of how
powerful they are. Higher level characters have more resources
and abilities at their disposal than a lower level character. When a
character accumulates enough Experience points to reach the next
level, they will increase in power in the following ways:
Roll Additional Hit Points: Each class has a Hit Die listed in the
class description. When you reach a new level, roll a die of the
indicated size and add that number to your hit point maximum.
Increase Applicable Modifiers: Each character also has a number
of modifiers that are dependent upon their level. For example, Class
Skills provide a bonus that is based on character level. Raise these
modifiers as applicable.
Gain Gifts: Each character gains a Gift every other level. They
choose their first Gift at second level, another at fourth level, etc.
In order to advance a level, you must rest in a safe, warm area.
29
Money &
Equipment
30
Economic System:
The world of Errant is in a dark age. Market economic logic does
not apply to this situation. There is no market to price goods and
services accurately. In the absence of these forces, the people have
resorted to the classic store of values; metal coins, precious gems,
and commodities.
There is no political system to provide a standardized currency,
however there are three basic coin types that are in circulation;
copper, silver, and gold. Exchange rates are listed to the right.
Additionally, some mercantile associations rely upon trade bars to
conduct their business. Trade bars typically represent 500 coins of
the same type, thus a Silver Trade Bar would have a value equal to
50 gold coins, 500 silver coins, or 5000 copper coins.
Exchange Rates
Copper
Silver
Gold
Agate
Alexandrite
Amber
Amethyst
Aventurine
Coral
Copper
1
10
100
Silver
1/10
1
10
Gold
1/100
1/10
1
Ruby
Sapphire
Tigers Eye
Topaz
Tourmaline
Turquoise
There are magical items that exist in the world. They are not found
in this book because their very nature makes them something that
you should not know about as a player. They are chosen by the GM
and placed in the world. They break the rules of the game.
Magic items are priceless and anyone who would sell one is a fool.
31
Weapon
Battle Axe
Bow
Club
Crossbow
Dagger
Flail
Greatsword
Hand Axe
Longsword
Mace
Morningstar
Quarterstaff
Rapier
Scimitar
Shortsword
Spear
Warhammer
Damage
1d10
1d4
1d4
1d6
1d4
1d10
1d12
1d6
1d10
1d8
1d10
1d4
1d6
1d8
1d8
1d8
1d12
Armor
Padded
Leather / Hide
Studded / Brigandine
Scale / Ring
Chainmail
Splint / Banded
Field Plate
Full Plate
Shield
Helmet
AC
+1
+1
+2
+3
+4
+5
+6
+7
+1
+1
Range
50 feet
100 feet
-
Cost
100 gp
60 gp
250 gp
2 gp
120 gp
130 gp
10 gp
120 gp
60 gp
110 gp
80 gp
80 gp
75 gp
50 gp
140 gp
Weight
5 lbs
1 lb
1 lb
4 lbs
1 lb
3 lbs
4 lbs
1 lb
3 lbs
3 lbs
3 lbs
1 lb
2 lbs
3 lbs
2 lbs
2 lbs
2 lbs
Type
Light
Light
Light
Medium
Medium
Heavy
Heavy
Heavy
-
Cost
35 gp
80 gp
120 gp
260 gp
370 gp
550 gp
900 gp
2200 gp
25 gp
20 gp
Weight
20 lbs
10 lbs
15 lbs
30 lbs
40 lbs
55 lbs
60 lbs
75 lbs
2 lbs
3 lbs
Common Items
Backpack
Bedroll
Bivouac / Tent
Block and Tackle
Caltrops Bag (single use)
Clothing (common)
Clothing (wealthy)
Clothing (winter)
Crowbar
Fishing Pole
Flask / Bottle
Flask of Lamp Oil
Garlic Bulb
Grappling Hook
Ladder (10 ft)
Lock (exceptional)
Lock (standard)
Oil Lamp
Parchment (per page)
Pickaxe
Pole (10 ft)
Rope (100 ft)
Saddle & Tack
Scroll Case
Shovel
Spellbook (Blank, 50 pages)
Tinderbox
Torch
Writing Ink (vial)
Cost
3 gp
1 gp
5 gp
10 gp
20 gp
3 sp
8 gp
3 gp
1 gp
5 sp
2 sp
2 gp
4 sp
4 gp
7 sp
35 gp
3 gp
2 gp
2 gp
3 gp
6 sp
1 gp
40 gp
5 gp
2 gp
120 gp
8 sp
1 sp
6 gp
Weight
2 lbs
3 lbs
10 lbs
1 lb
1 lb
1 lb
1 lb
3 lbs
1 lb
1 lb
1 lb
1 lb
2 lbs
4 lbs
1 lb
1 lb
1 lb
2 lbs
1 lb
3 lbs
8 lbs
1 lb
2 lbs
2 lbs
1 lb
32
Weapons:
Battle Axe: The battle axe is a common weapon among barbarian
tribes without access to large quantities of high-grade iron. It
functions normally in combat, with no special modifiers.
Bow: A bow can be used to hit targets at a distance. This weapon
is only available to Rangers and Elves because shooting targets at
a direct angle is very hard. Most bows are used in mass combat
contexts, not close quarters. The range amount listed is considered
the reliable range of the weapon. Shooting beyond that distance
always carries a negative modifier determined by the GM. This is a
two-handed weapon.
Club: This is the most simple and basic weapon available, essentially
a large stick. Clubs have a 90% chance of breakage if used to parry,
but this does not affect the success or failure of that parry.
Crossbow: A hand-cranked mechanical weapon used to hit targets
at a distance. This weapon is only available to characters with the
Crossbow Training Gift, because it requires specialized training. The
range amount listed is considered the reliable range of the weapon.
Shooting beyond that distance always carries a negative modifier
determined by the GM. This is a two-handed weapon.
Dagger: This serves as a standard basic weapon as well as an allpurpose tool and utensil. Daggers cannot be used to parry.
Flail: The flail is an usual weapon with a special quality. If
successfully parried by an opponent or used in a successful parry by
your own hand, there is a 50% chance it will become entangled with
the enemy weapon. This renders both weapons useless in combat
until untangled, a process that takes a combat round of focused
attention to complete. You can, of course, simply drop the flail and
draw another weapon while your opponent struggles to free theirs.
Weapons (continued):
Armor:
Retainers:
Sometimes you are incapable of handling a situation with the
resources you have within your group of characters. Perhaps
you need a skill that you do not have or you need help carrying
something too heavy for the characters in the group. Maybe you
need someone to build a home for you, paint it, or care for it while
you are away. Non-Player Characters in the world can perform these
tasks for you, but not for free. These people are called Retainers.
There is no standard wage for anything in the world of Errant
because there is no market system to do so. Everything must be
negotiated and ultimately the wage that a retainer demands is up to
the GM. If that job involves danger and risk, the price will go up. If it
involves going away for an extended period, the price will go up. If
you cannot pay the wage demanded, people will not work for you.
Architect
Armorer
Arrowsmith
Assassin
Astrologer
Barrister
Blacksmith
Bookbinder
Bowyer
Brewer
Butcher
Carpenter
Cartwright
Chandler
Clerk
Sapper
Scribe
Ship Captain
Shipwright
Skinner
Soapmaker
Spy
Tailor
Tanner
Teamster
Torch-bearer
Trapper
Vintner
Weaver
Wheelwright
35
Adventuring
Mechanics
36
Exploration Mechanics:
As an Errant adventurer, the majority of gameplay will revolve around exploring the world. This will bring your character into situations that
most people would avoid at almost all costs. An important element in the life of adventure is a willingness not just to endure these kinds of
situations but to actively seek them out.
Long-Distance Movement:
Movement Speeds:
Encounters:
Encumbrance:
The most weight that any character can carry and still move is equal
to five times their Strength. The most weight that any character can
carry comfortably is double their Strength. Therefore an average
person can carry about 20 lbs without having to worry about getting
tired and a maximum of 50 lbs before they cannot move.
If you are carrying more weight than you can manage comfortably,
you lose 1 Hit Point per hour per multiple of your strength above
your comfort limit. The average person in the example above would
lose 1 HP per hour carrying 21-30 lbs, 2 HP per hour carrying 31-40
lbs, and 3 HP per hour carrying 41-50 lbs. If your HP is reduced to
zero in this way, you collapse and fall unconscious.
38
Daily Sustenance:
Sleep:
Food: Each character must consume at least one ration per day in
order to stay alive. You must consume a number of rations equal to
one fourth your Strength, rounded down, in order to heal hit points
normally. Rations can be purchased from the equipment lists for
fixed costs or they can be generated by searching for food.
Water: Each character must consume at least one drink per day in
order to stay alive. You must consume a number of drinks equal to
one fourth your Strength, rounded down, in order to heal hit points
normally. Drinks can be purchased from the equipment lists for
fixed costs or they can be generated by searching for water.
Searching for Food & Water: The GM will assign a die value to
each region of the game world to indicate the relative abundance
of that area and another die value to indicate the presence of water.
A rich lowland might have a value of d10 for both food and water
while a frozen tundra might have a food value of d4 but a water
value of d12. Most characters can hunt for food or search for water
in that region by devoting an entire day to the process and rolling
the appropriate die. Their labor yields a number of rations or drinks
equal to the die result. However, a Ranger can roll two dice of the
designated type for food while a Druid can roll two dice for water.
Swimming:
Time:
Toxins:
Drugs:
Exploring a Dungeon:
Falling from Heights: You may accidentally lose your footing and
fall from an elevated position. You will suffer 1d6 points of damage
per 10 feet of distance travelled. A successful Save vs Snap will halve
that damage. Any fall of 250 feet or greater is automatically fatal
unless you have magical protection of some kind.
42
Combat Mechanics:
As a part of the game, you will find yourself in situations that may become violent. In those circumstances, special rules apply to make sure
that the game is adjudicated fairly. You may wish to use miniatures in combination with a battlemat to represent your characters and the
environment of the conflict. Combat is divided into combat rounds that represent approximately six seconds of game time.
Combat Actions
Attack
Draw & Attack
Move & Attack
Move
Cast a Spell
Parry
Dodge
Hold
Charge
Grapple
Surrender
Applying Damage: Once all actions have been taken and all
damage has been rolled, it is applied simultaneously. Even if this
results in the death of a combatant, their attacks that round will
still deal damage if they hit. The one exception to this is the Knave,
whose First Strike ability overrides these rules.
Between Rounds: Some spell effects can expire between rounds.
Otherwise, combat continues round-by-round until only one side
remains fighting.
Combat Actions:
These are defined action types and do not represent everything you
can do in combat. However, if you want to attempt anything outside
of these guidelines, the GM must determine how it is adjudicated.
Attack: Taking this action means you are spending the entire
round attempting to injure a targeted opponent with your weapon.
The opponent must be within range of your weapon. Attacking is
an attribute test against Strength, except for some Fighter combat
styles that use Dexterity instead. This is also called a To Hit roll.
The Armor Class of your opponent is applied as a penalty to your
attribute and there are some other modifiers that might apply
depending on your character design. If you are successful, you hit
your opponent and roll the appropriate amount of damage dealt by
your weapon. The GM will reduce their hit points accordingly.
Draw & Attack: Taking this action means you are either dropping
your current weapon and drawing a new weapon or that you began
the round unarmed and drew a weapon to attack. The weapon must
be easily accessible to do this. A spear strapped to your back or a
sword in a scabbard is considered accessible. A dagger in a pouch at
the bottom of your backpack is not accessible. This is adjudicated as
if it were a normal attack, but at a -3 penalty To Hit.
Move & Attack: Taking this action means you are moving closer to
an opponent and then attacking them. The opponent must be within
a number of feet equal to your Dexterity plus your Strength to take
this action. You must already have your weapon in hand to take this
action. This is adjudicated as if it were a normal attack, but at a -5
penalty To Hit.
43
Charge: Taking this action means you are running into their
immediate vicinity and using the force of your movement to aid in
the attack, such as when charging with a spear. The opponent must
be within a number of feet equal to twice the sum of your Dexterity
and Strength to take this action. You must already have your weapon
in hand to take this action. This is adjudicated as if it were a normal
attack, but it deals double damage. You are considered stunned in
the round immediately following a charge.
Grapple: Taking this action means you are attempting to wrestle
your opponent to the ground. If your opponent is making an armed
attack against you in the same round that you attempt to grapple,
you will still suffer damage if the blow connects.
Resolve a grapple by making opposed Strength tests and comparing
the margin of success. The difference between the two margins of
success becomes a penalty to all future d20 rolls by the weaker
grappler, until the grapple is broken. For example, while grappling
you succeed on your Strength test by 5 and your opponent only
succeeds by 1. The opponent now suffers a -4 penalty to all actions
while you have them in your grip. While grappled, an opponent can
still attack you with a dagger or similarly sized weapon.
These penalties can be stacked and/or combined with the grappling
efforts of other combatants. If a grappling penalty becomes larger
than an opponents strength, they are considered pinned and
completely unable to take actions. Thus a wrestling match would
consist of successive grappling rolls until one wrestler is slowly
overcome and pinned. Some Gifts can make you a better grappler.
Surrender: Taking this action means you are dropping your
weapon, raising your hands to show your intent to surrender, and
stepping away from combat. Most intelligent beings will respect
your surrender, but attempting to surrender to a wild animal will
likely have no effect whatsoever. Of course, you are now a prisoner.
44
Gifts
45
Gifts:
Every character gains a Gift every other Level. They choose their
first Gift at second level, another at fourth level, etc. Your GM may
require some training be undertaken before a gift can be taken.
Acrobatics: You can perform amazing feats of balance where others
would fall. You can usually walk across narrow beams, tightropes,
ice slicks, and surfaces covered with liquid without falling. In
most cases, you automatically keep your balance on these kinds of
surfaces. However, extreme situations may result in a Dexterity test,
subject to GM judgment.
Animal Empathy: You are received well by animals. Normal
animals do not react negatively to your presence, though this
protection does not extend to anyone traveling with you. Any tests
to control a normal animal for work or as a mount are done at a +3
modifier. Supernaturally large or aggressive animals are considered
monsters and are unaffected by this gift.
Awareness: You are unusually perceptive. Add +1 to both Listen
and Spot saving throws. You can take this gift multiple times.
Brute: You always seem to hit harder than most. Add +1 to all
damage rolls using melee weapons that deal 1d8 damage or more
per strike. You can take this gift multiple times.
Carouser: You have a way of keeping your wits despite consuming
large quantities of alcohol. If there is a rumor to be learned in a
social gathering where alcohol is being consumed, it will inevitably
find its way to your ears.
Catcher: You have a knack for catching flying objects. You
automatically catch anything intentionally thrown to you. You also
have a 50% chance of catching anything thrown within reach of you.
This ability does not cover things thrown at you or someone near
you. You cannot catch flying daggers or arrows.
Acrobatics
Animal Empathy
Awareness
Brute
Carouser
Catcher
Catfall
Cautious
Climber
Channeler
Common Sense
Debonair
Digger
Disguise
Dowser
Dual-Wield
Duelist
Eavesdropper
Eidetic
Endurance
Equestrian
Escape Artist
Etiquette
Fast Metabolism
Faster Healing
List of Gifts
Favored Enemy
Fearless
Finesse
Flinch
Forger
Forgiveness
Fortune Finder
Gambler
Haggler
Hardy
Hawkeye
Heraldry
Herbalist
Hiding
Indomitable
Inheritance
Innocent Face
Interrogator
Jumper
Lawgiver
Leadership
Light Sleeper
Light Step
Lip Reading
Literacy
Lockjaw
Mimicry
Mule
Mundane
Negotiator
Numb
Occultism
Outlaw
Palm
Pathfinder
Pickpocket
Quick
Quick Draw
Rage
Resilient
Salty Dog
Shield Basher
Snatcher
Timid
Tongues
Toughness
Tracking
Weapon Training
Wild Magic
Wrestler
46
Gifts (continued):
Catfall: You have a knack for landing on your feet. You take half
damage from all falls. If you fall over 250 feet, you are still doomed.
Cautious: You have a cautious way about you. Whenever the GM
calls for a roll to see if you set off a trap, roll twice. If you succeed on
either roll, the trap doesnt go off.
Climber: You are an adept climber. You can attempt to climb
surfaces that most people would simply write off as too difficult,
such as a sheer rock face. You make all tests involving climbing with
a +3 bonus.
Channeler: You have the ability to channel a wider range of magical
energy than most spellcasters of your type. You can choose one
additional spell of the same level as the level when you take this gift.
This can be any spell, regardless of your normal class restrictions.
This gift is only available to Bards, Druids, & Sorcerers.
Common Sense: You just know the right thing to do. If you commit
a social faux pas by saying something inappropriate, you can take
back what you said and replace it with an alternative statement.
Debonair: You have a certain swagger in the presence of young
people. You just have a special romantic air about you. They want
to be around you whenever possible and will sometimes foolishly
follow you just to see what you are doing. Any Charisma test against
a young person of your race has a +3 bonus.
Digger: You have a special bond with the earth. You love to get
dirty, either in a garden or digging underground. You can dig
through loose dirt and rock at a rate equal to your Strength (instead
of the normal half-Strength) in cubic feet per hour of work. Heavier
materials take more time to dig through, but you still dig at double
the rate of a normal person.
47
Gifts (continued):
Equestrian: You are at home on horseback. You are able to perfectly
control your mount in virtually all non-combat situations. You can
use a mount in combat or engage in complex maneuvers like jumps
at a +5 bonus.
Escape Artist: Ropes and chains cannot hold you down. You can
make a Dexterity test every 15 minutes to escape from bonds of any
kind. The GM may impose a penalty for really good bonds.
Etiquette: You always know how to react properly in a social
situation. Your character knows which fork to use, when to bow or
curtsy, and what to wear to a social event.
Faster Metabolism: Your body processes occur at a faster rate
compared to others. All time units that affect toxins and drugs are
halved. They gestate faster and they do not last as long.
Forger: You have a talent for duplication. You can reproduce any
written document if you have an original copy, even if you dont
know the language. However, you must be Literate to take this gift.
Forgiveness: You have atoned for past wrongs. You gain +5 to
Karma. This cannot raise your Karma above zero.
Fortune Finder: You have a knack for finding hidden treasures. Any
time the GM rolls to see if anyone finds such things, you roll twice.
Gambler: You have a gift for games of chance. Any time you gamble,
you come out ahead in the end. Be careful though, sore losers may
accuse you of cheating.
Haggler: You have a way of getting a great deal. Most merchants
will sell you equipment at their best price. Any time such things are
settled by dice, you get a +3 bonus.
Faster Healing: Your body is able to mend itself faster than most.
You heal one hit point every five hours instead of the usual six.
Favored Enemy: You have a lot of experience fighting a certain type
of creature. You get +2 To Hit and +2 to damage against one race
or monster type of your choice. Examples include Orcs, Goblins,
Giants, Dragons, Elementals, Golems, Elves, Dwarves, etc.
Fearless: You are difficult to scare. You get +2 to Fear saving
throws. You can take this gift multiple times.
Finesse: You have graceful movements in combat. You may choose
to use your Dexterity to make melee attacks instead of Strength.
Flinch: You are able to react quickly to sudden danger. You get +2
to Snap saving throws. You can take this gift multiple times.
48
Gifts (continued):
Hardy: You are unusually tough. Add +1 to both Pain and Toxin
saving throws. You can take this gift multiple times.
Hawkeye: You notice just about everything. You get +2 to Spot
saving throws. You can take this gift multiple times.
Heraldry: You know the meaning of most heraldric symbols from
your current region. When traveling, you pick up the differences
quickly. When identifying heraldry you have never seen before, you
get a +3 bonus.
Herbalist: You aspire to have the medicine skills of a Scholar but
lack the training. You can use Scholarly medicine untrained at a -5
penalty, but if you fail your rolls at any crucial point the GM may kill
your patient. Medicine is no game.
Hiding: You are adept at concealing yourself in strange places. In
mere seconds, you can stuff yourself into barrels, pipes, chests,
closets, and underneath beds. Unless your pursuers are truly
dedicated, they are unlikely to look in the kind of places you pick.
Indomitable: You have an unusually strong soul. Add +1 to both
Fear and Magic saving throws. You can take this gift multiple times.
Inheritance: You have benefited from a sudden financial windfall
due to the death of a relative. You inherit 5d10 x 10 gold.
Innocent Face: You have cultivated a look of innocence. When
suspicion exists, you are overlooked. When evidence surfaces, it is
mistrusted. You must be caught red-handed to even be a suspect.
Interrogator: You have a talent for getting information out of
people. You dont have to use force to do it. Something about you
just compels a confession. A prisoner is putty in your hands.
Jumper: You can jump farther and higher than a normal person. For
most jumps, you automatically succeed. Whenever the GM forces a
roll to see if you leap a certain distance, you get a +3 bonus.
Lawgiver: You have a natural air of authority. In a chaotic town
hall meeting, people look to you for guidance. Your word can stop
a vigilante in their tracks. Even legal officials occasionally seek your
guidance in difficult situations. You are respected. You must have 10
or higher Karma to take this gift.
Leadership: You have a tactical ability in small unit combat. If
everyone on your side of a conflict acknowledges your leadership,
they gain +1 To Hit in combat. You must be able to give orders in
order to have this effect (e.g. you cannot be magically silenced).
Light Sleeper: You only need 5 hours of sleep each night to feel
rested instead of the usual 6 hours. You always wake up immediately
if there is an audible disturbance.
Light Step: You walk softly. Anyone trying to Listen to you suffers
a -2 penalty. You also do not leave tracks when you walk in the
wilderness. Anyone attempting to track you automatically fails.
Lip Reading: You can try to read someones lips if you cannot hear
what they are saying. The GM will roll dice in secret to determine
what you think you see them say. You have a 40% chance of getting
a good idea of what is being said, a 40% chance of being unable
to glean any useful information, and a 20% chance of completely
misunderstanding what they are saying.
Literacy: You are able to read and write in a single racial language.
You must be trained for a significant period of time to take this gift.
49
Gifts (continued):
Lockjaw: You tend to keep your mouth closed. You get +2 to Breath
saving throws. You can take this gift multiple times.
Mimicry: You can imitate the voices of other people. This can
extend to other races if they are close to your vocal pattern. For
example, a Human could mimic a Dwarf or possibly an Orc, but
not a Dragon. Anyone who is very familiar with the person you are
imitating can make a Listen saving throw to detect your ruse.
Mule: You can carry more weight than an average person. You can
carry up to six times your Strength before becoming immobilized
and you can carry three times your Strength comfortably.
Mundane: You are naturally resistant to magical effects. You get +2
to Magic saving throws. You can take this gift multiple times.
50
Gifts (continued):
Quick: You can move around faster than most. You can take a Move
and Attack or Move combat action and move twice as far as someone
with your Dexterity. This does not remove the To Hit penalty of the
Move and Attack or improve your AC bonus while doing a Move.
Quick Draw: You can draw a weapon with incredible speed. You
can take a Draw and Attack combat action without the normal -3
penalty To Hit.
Rage: You are hot-headed with a loose temper. You tend to lose
control of yourself when discussions get heated. However, you do
not have to make Pain saving throws when damaged in combat.
Resilient: You are naturally resistant to toxin. You get +2 to Toxin
saving throws. You can take this gift multiple times.
Salty Dog: You are an experienced sailor. Most sailing tasks do not
require a roll to complete successfully. When the GM forces a roll,
you make it at a +3 bonus.
Shield Basher: You are adept at using your shield as an offensive
weapon. In melee, you can hit your opponent with your shield as a
part of your combat routine. This does not give you two attacks, but
each round of combat you can designate an opponent adjacent to
you who must make a Snap saving throw or be struck by the shield
and stunned the next round.
Snatcher: You are adept at knocking an enemys weapon from
their hand during combat. You can make a parry against someone
within reach, even if they are not attacking you. If they are not
attacking you, they can make an attack roll, but only for purposes
of adjudicating the parry not striking at anyone. If successful, you
knock their weapon out of their hand and onto the ground nearby.
Any time you successfully parry with a margin of success of 5 or
more while having a free hand, you grab the weapon for yourself.
Timid: You dont have to pull back or lock down because you are
already withdrawn. Add +1 to both Snap and Breath saving throws.
You can take this gift multiple times.
Tongues: You are able to speak a single vernacular language. You
must be exposed to the language for a significant period of time to
take this gift.
Toughness: You are able to endure a lot of suffering. You get +2 to
Pain saving throws. You can take this gift multiple times.
Tracking: You are able to pursue someone by following their tracks.
You can make Orient rolls to hunt down a specific person if you
locate their tracks. Also, you roll an extra die when searching for
food in the wilderness.
Weapon Training: You have learned how to use a certain weapon
in combat. This can even be with weapons that no class has training
in, such as crossbows. You can also use this gift to learn how to use
a normal weapon as a thrown weapon, such as throwing daggers
or axes. You can throw a weapon a number of feet equal to your
Strength. Throwing attack rolls use your Dexterity. You can take this
gift multiple times, each time for a different weapon.
Wild Magic: You have the ability to channel wild magical energies
that stream through the world. This lets you attempt to cast a magic
spell of the same level as the level when you take this gift by opening
your mind to the magic all around you. You do not roll to cast the
spell normally, nor do you even need spellcasting powers to take
this gift. Instead, the spell simply has a 40% chance of succeeding,
a 40% chance of fizzling harmlessly, and a 20% chance of going
horribly wrong. You take your life in your hands with this gift.
Wrestler: You are experienced at grappling combat. Add +3 to all
attack rolls made while grappling.
51
Magic
52
Outside of combat, simply declare your desire to cast the spell and
pay the appropriate hit point cost. In combat, a magic user can only
cast a spell as a combat action.
Casting a spell consumes a number of hit points equal to the level of
the spell. It also takes a number of combat rounds equal to the level
of the spell. If you do not wish to wait for that many combat rounds
to cast the spell, you can rush the spell by paying 1 extra hit point
per round of casting that is eliminated. For example, if you want to
cast a 3rd level spell in a single round, you could pay 2 additional
hit points to reduce the normal casting cost down to 1 round.
Keep in mind that even if you lack the hit points to cast the spell,
you can continue to fuel magic by voluntarily taking temporary
attribute damage. This works just as if you had suffered that damage
in combat. It randomly affects an attribute and must be healed in the
same way. Obviously this is not the preferred way of casting, but it
may be the only alternative left for you at some point.
Scholarly magic is an exception to this which is cast off scrolls
instead. The hit point cost of scroll magic is paid at the time when
the scroll is created, not when it is used. However, casting a spell off
a scroll still takes the same amount of time to cast as a normal spell
and cannot be rushed or fueled with temporary attribute damage.
After you have paid the cost to cast the spell and begun the process,
you make an Attribute test to cast the spell, adding your level to
the result. The attribute tested varies by class. For example, a 5th
level Druid with a 14 Wisdom tests against a total of 19. Sometimes
it is not enough to simply succeed, but margins of success can
sometimes factor into spell results.
If you are injured in any way during
Class
the casting process, the spell does not
Bard
occur and fizzles harmlessly. However,
Druid
you must still pay the hit point cost of
casting the spell. It is a good idea to
Scholar
stay out of the front lines of combat.
Sorcerer
Any spell which prevents you from
taking any actions also causes spell failure.
Attribute
Charisma
Wisdom
Intelligence
Constitution
If you pay one additional hit point per CL, you can cast the spell
without making gestures or without speaking. If you pay two
additional hit points per CL, you can cast the spell without doing
anything at all. In such a case, simply having your eyes open is
sufficient to perform the act.
You can only cast spells with a level equal to your own or lower.
53
If you know the magic spell that someone else is in the first round of
casting and you are acting later in the round, you can counterspell
it. This is the exact same process as casting the spell itself, but it
negates the spell of your opponent if you get a better result on your
casting roll.
For example, a Druid with a low Dexterity is acting early in a round.
They choose to begin casting Fog Bank. A Conjurer with a higher
Dexterity notices this and begins a counterspell as their action. This
act negates the Druids spell and as a result nothing occurs.
Note that you can only recognize which spell someone is casting
when it is a spell that you know. When someone is casting a spell
that you do not know how to cast, you are not even able to discern
which spell they are casting, much less counter it.
Targeting:
Target Types
Area
Living
Person
Object
Self
Range:
Range Types
None
Touch
Sight
If the range is Touch, you must actually touch the target in some
way to affect it. Usually this is done by using your hand, but it is not
limited to that. This may be challenging in a combat situation, where
you must land an unarmed attack on the target in order to satisfy the
range requirement. Finally, if the range is Sight, you must simply be
able to see the target to affect it.
54
Learning Spells:
Schools of Magic:
Scholarly Learning:
Scholars can only learn spells by locating new spells in the form of
scrolls and spellbooks found as treasure. Obviously, this requires
some trust on the part of the player that the GM will provide them
with a fair number of spells in this manner. It is incumbent on
the GM to be fair in this manner in the same way that the GM is
expected to be fair to all characters in terms of treasure distributed.
When spellcasters that have innate talent reach 6th Level, they have
reached the zenith of their talent. Further spells can only be learned
from a teacher or via innovation on the part of the character.
For creating your own spells, use existing spells as a guide, work
with the GM to draft spells that you would like to be able to use.
Assign them a spell level based upon how powerful they are and
attempt to cast it for the first time by making the appropriate
attribute test for your spellcasting class. The GM can apply a penalty
to this roll to represent the challenge of crafting the spell.
After the first successful casting, you are considered to know the
new spell well enough to try again without a challenge penalty.
Schools of Magic
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Restoration
Transmutation
Commune
Cripple
Curse
Stuck
Beast Summons
Fog Bank (D)
Prismatic Armor (B)
Deathwatch
Sanitation
Healing Tonic (D)
Restful Slumber
Sound
Eidetic Mind
Empathic Link
Eye of the Magus
Penetrating Vision
Charming Wit
Disorientation
Distraction
Terror
Flame Breath (B)
Magic Missile
Shockwave
Torchlight
Blackout
Phantom Sounds
Static Image
Visage
Stabilization
Bearclaw
Deep Breath
Degradation
Elegance (B)
56
Curvature
Firm Footing
Seal
Mind Shield
Sanctuary
Silence
Odor
Shakedown
Summon Elemental
Mind Meld
Reflected Memory
Spoken Word
Focused Thought
Presence (B)
Precipitation (D)
Summon Monster
Storage Chest (B)
Eye of Truth
Revelation
Scrying
Obscurity
Sudden Slumber
Rebellious Tongue
Flashbomb (B)
Freezing Touch
Radiant Heat (D)
Living Shadow
Mask Injury
Mirror Image
Blight
Infection
Summon Spirit
Bounty (D)
Eternal Slumber
Serenity
Open
Shrink
Spider Climb
Telepathic Link
Ball Lightning
Duststorm
Gust
False Readings
Illusory Wall (B)
Invisibility
Draining Touch
Primordial Origins
Summon Demon
Cleansing Touch
Rejuvenation
Restoration
Blink
Flight
Stoneskin (D)
Communicate telepathically
Creates throwable balls of lightning
Causes a windstorm that kicks up dust
Knock down anyone along a path
Deceives divination spells
Creates a false wall
Become invisible to onlookers
Transfer hit points to you
Destroy physical materials
Summon an angry demon
Remove toxins from a person
Recover hit points at double rate
Heal temporary attribute damage
Short teleport to evade attacks
Fly at will for a short time
Harden skin to emulate armor
57
Dissipate
Halt
Shield
Containment
Force Field
Ward
Quiver
Shelter
Summon Horde
Comprehension
Ethereal Sight
Trace Source
Alertness (D)
Animosity
Dismissal
Portal (B)
Summon Golem
Consultation
Mind Probe
Review
Command
Conference
Paralysis
Earthquake
Gale Force
Hydrolics (D)
Agony
Ecstasy (B)
Mirage
Desecration
Summon Shade
Command Undead
Dispel
Hallow
Regeneration
Enlargement (B)
Gaseous Form
Teleport
Erasure
Erase memories from a mind
Brilliance
Create a brilliant light source
Fireball
Create throwable balls of exploding fire
Geyser (D)
Cause a boiling hot geyser to spring up
Infectious Theory (B) Cause delusions that spread to others
Phantasm
Create any three-dimensional illusion
Vanish
Turn large objects invisible
Animate Dead
Create an undead servant
Soul Binding
Trap a souls life force in a gemstone
Necrophage
Consume a soul to gain powers
Energize
Infuse magical energy into a gemstone
Permanency
Make another magic spell last forever
Resurrection
Bring someone back from the dead
Infusion
Create magical items
Petrification
Turn someone to solid stone
Polymorph (D)
Transform into any living creature
58
Spell List:
Absorb:
Agony:
Alarm:
Alertness:
Animosity:
Animate Dead:
Ball Lightning:
59
Beast Summons:
Conjuration: Level 1:
Target Area: Range Touch
This spell summons a magical
animal to your location. You
can choose to summon an
animal with up to 5 hit dice.
It will not fight on your behalf
or enter obviously dangerous
areas. You can communicate
with the animal telepathically.
You can command the animal
to perform basic tasks that it
is capable of accomplishing.
You can even ask it to perform
basic trained tasks, such as
serving as a mount. This spell
fizzles after 1 hour per CL.
Blackout:
Blight:
Blink:
Bounty:
Brilliance:
Charming Wit:
60
Command:
Command Undead:
Commune:
Comprehension:
Conference:
Enchantment: Level 5:
Target Person: Range Touch
This spell creates a magical connection
between the caster and a number of allies
up to the CL. Thus a 5th level caster could
connect themselves to 5 other people this way.
Everyone within the group can communicate
telepathically at will. All communication is with
the entire group and individual messages to
specific members cannot be sent. Everyone can
also have thoughts that they choose to keep to
themselves. You must touch each person during
the casting process. This spell fizzles after 10
minutes per CL.
Consultation:
Divination: Level 5:
Target Self: Range None
This spell allows you to speak with an allknowing deity. You may ask this deity a specific
question about anything except its own nature
and it will answer in clear and direct answers
(e.g. it is not an oracle answering in riddles).
The deity may reject your question if you are
too vague or ask for clarification. For example,
you might ask where the guard keeps his keys
at night and the deity may respond which
keys?. This spell fizzles after 10 minutes or
when an answer is given.
61
Cripple:
Curse:
Curvature:
Deathwatch:
Degradation:
Deep Breath:
Desecration:
62
Conjuration: Level 5:
Target Living: Range Sight
This spell prematurely ends a Summon spell
with a lower CL. The effect is instantaneous.
If desired, the same creature may still be
re-summoned by the original caster, but this
requires another casting of the spell.
Disorientation:
Enchantment: Level 1:
Target Person: Range Sight
This spell creates a feeling of confusion and
disorientation in the target. They are unable to
take combat actions, move more than a few feet,
or even speak coherently. This spell fizzles after
1 combat round per CL. Save vs Magic resists.
Dispel:
Distraction:
Dissipate:
Draining Touch:
Duststorm:
63
Ecstasy:
Elegance:
Eidetic Mind:
Divination: Level 1:
Target Self: Range None
This spell allows you to remember a single thing
that occurred in the past. You can ask the GM for
any information they have previously told you
and you will get a reliable answer. This functions
identically to someone who is Eidetic, but it only
works once.
Empathic Link:
Endurance:
Energize:
Enlargement:
64
Eternal Slumber:
Ethereal Sight:
Eye of Truth:
False Readings:
Fireball:
Firm Footing:
65
Flashbomb:
Flight:
Focused Thought:
Fog Bank:
Force Field:
Freezing Touch:
66
Gaseous Form:
Geyser:
Gust:
Hallow:
Halt:
67
Hydrolics:
Illusory Wall:
Infection:
Infectious Theory:
Infusion:
68
Living Shadows:
Mind Meld:
Mind Probe:
Mind Shield:
Mask Injury:
Mirage:
Magic Missile:
69
Obscurity:
If you speak, anyone around you can Save vs Listen to determine which body is
truly yours. Inside and outside of combat, anyone who touches a duplicate will
dispel it. This spell fizzles after 2 combat rounds per CL.
Odor:
Necrophage:
Open:
Paralysis:
Penetrating Vision:
70
Petrification:
Polymorph:
Phantasm:
Phantom Sounds:
71
Precipitation:
Presence:
Primordial Origins:
Prismatic Armor:
Quiver:
Conjuration: Level 4:
Target Self: Range None
This spell creates a magical quiver and a number
of arrows equal to the CL. These arrows are
magical weapons with a +1 enhancement bonus.
The quiver appears in your hands, but can
be used by anyone. After dealing damage, the
arrows vanish and cannot be recovered. This
spell fizzles after 1 hour per CL.
Radiant Heat:
Rebellious Tongue:
72
Restoration:
Essentially permanent objects like rocks and metal may trigger useless memories
from centuries past. However, objects with a shorter lifetime may contain
extremely helpful information.
However, if this was the last point of damage, the wound is closed and no
potential for permanent injury exists. For example, a person with 3 temporary
Constitution damage from a stomach wound would have their damage reduced to
2 but they would still have an open wound in their stomach.
Regeneration:
Rejuvenation:
Restful Slumber:
Resurrection:
Revelation:
73
Sanctuary:
Sanitation:
Scrying:
Seal:
Serenity:
Shakedown:
Shelter:
74
Shockwave:
Shrink:
Silence:
Sound:
Soul Binding:
Necromancy: Level 5:
Target Person: Range Touch
This spell binds the soul of a living person to a
gem. The person is killed in the process and an
amount of energy is generated in the gem equal
to the hit die of the target, up to a maximum of
the CL. The soul is destroyed by this process
and the corpse may never be resurrected or
animated as undead. The caster loses 1 Karma
point per hit die possessed by the target in life.
This energy can be used to power magical
items created via Infusion. The gem must
have a value in gold pieces equal to or greater
than the hit die of the soul multiplied by 100.
Alternatively, anyone who casts spells using hit
points can cast a spell using energy contained
within the gem instead of their own body. If
the energy is depleted in this manner, the gem
dissolves to dust.
Spider Climb:
Spoken Word:
75
Summon Demon:
Necromancy: Level 3:
Target Area: Range Touch
This spell summons a demon to your location.
You can specify what demon you wish to
summon if you know their true name. You can
communicate with the demon telepathically.
A demon has a near godlike ability to reshape
reality and can open access to extremely powerful
magic, but it always comes at an equally extreme
cost. What the demon is able to grant you and
the price they demand is completely up to the
GM.
Demons are easily angered and difficult to
control. If summoned outside of Containment
zone, the Demon is always of a hostile disposition
towards everyone, including the caster. Even
when summoned within a Containment zone,
add 3 to the roll result on the disposition table.
Summon Elemental:
Summon Golem:
Summon Horde:
Summon Monster:
76
Summon Spirit:
Stabilization:
Static Image:
Storage Chest:
Stoneskin:
Stuck:
Telepathic Link:
77
Transmutation: Level 4:
Target Self: Range None
This spell immediately moves you
and everything you are carrying
to an alternative location that you
specify. The distance to the new
location is irrelevant, but you must
have a general idea of where you are
going. The GM can impose a penalty
on the casting roll for teleporting
to locations that you do not know
well. Unlike other spells, Teleport
succeeds regardless of your result
on the casting roll. However, failing
the casting roll results in going to
a different location of the GMs
choosing, possibly resulting in injury
or even death depending on the
severity of the failure. The movement
is resolved instantaneously, however
you must make a Wisdom test upon
arrival to re-orient yourself to your
new surroundings before you can
take any actions.
Terror:
Torchlight:
Trace Source:
Vanish:
Visage:
Ward:
78
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Errant RPG, Copyright 2010, Greg Christopher
Designation of Open Game Content: The text of this work is open content under the Open Game License
Product Identity: The title Errant RPG is product identity under the Open Game License.
79
Character Sheet
Name:
Attributes:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Race: __________
Saving Throws:
DEX
Breath
WIS
Fear
WIS
Listen
WIS
Magic
CON
Pain
DEX
Snap
WIS
Spot
CON
Toxin
Class: __________
Weapon Training:
Charm
Deceit
Disable
Expertise
Orient
Stealth
Languages:
Vernacular
Racial
Ambitions:
Major
Minor
Minor
Minor
Class Abilities:
Nature Only
Nature Only
Combat Actions
Attack
Dodge
Charge
Cast a Spell
Parry
Hold
Grapple
Surrender
Hit Points
Armor Class
Luck
Karma
Character Level
Experience Points
Needed for Next Level
Character Sheet
Worn Equipment:
Weapon 1
Weapon 2
Armor
Shield
Helm
Accessory
Accessory
Other
Other
Known Spells:
Level __
Level __
Level __
Level __
Level __
Level __
Level __
Level __
Level __
Carried Equipment:
Gifts:
Level 2
Level 4
Level 6
Level 8
Level 10
(continued)
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