The archetypes in Errant, I think, are pretty comprehensive of basically any class or character concept you could think of. This is intentional. Creating classes and subclasses for RPGs is the potato chips of game design: satisfying, but substantively empty.
But sometimes you just wanna eat potato chips damn it.
I've been long mulling over a fifth archetype for Errant. I confess, I have a soft spot for psionics, so even though such a character could be easily and readily handled by The Zealot archetype, I've been turning the idea over in my head. I've been particularly inspired by Lexi's approach to the class.
But of course, adding a fifth class would break the "rule of fourths" motif Errant has going on, and the correspondence between Attribute to Archetype. So, may as well come up with 3 more then?
Other concepts that aren't covered by the base four archetypes are harder to think of. Perhaps an archetype to fit generic monstrous characters, like dragons or werewolves? I've done a take on Vampires before which I enjoyed.
Coming up with two other possibilities was challenging, until Nick suggested a Fool type character, someone who succeeds by failing, who is unlucky in the luckiest ways. So similar to The Deviant's narrative-bending abilities, but distinguished by their lack of skill, rather than their ampleness of it. This made me think of the idea of anti-archetypes, which reward you the lower your attributes are.
If we can acknowledge that this activity is indulgent and totally pointless, we may as well have fun with the absurdity. Each of these archetypes is dependent on the use of a licensed and trademarked Hasbro gaming product: these should be acquired through scrupulous means, and any unauthorized and inappropriate use of fine corporate wares will result in immediate and lifetime banning from the fine game of Errant forthwhith.
|An image that oozes integrity.|
If duration, damage, or any other mechanical effects need to be determined, use the scaling for Sorceries, except that damage/healing effects are d8s.
You can make a number of pulls per day equal to 20 minus your PHYS.
If the tower collapses, you lose control of yourself. The Guide gains control of you as a hostile NPC and can use your powers at will, until you have fully rebuilt the tower. Once your tower has been rebuilt, the number of pulls you can make that day resets.