A downloadable role playing game

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You are a failure.

You have no home.

You have no job.

You have no friends.

You have no family.

You have no prospects.

What you do have are a handful of pennies, a blithe disregard for your own life, and a particular set of skills. The kind of skills that make respectable folks avoid you. 

Out there, beyond civilization, lies danger: monsters and magic and  ancient ruins pregnant with treasure. Death is likely, but what did you  have to live for anyway? At least out there is the chance to make  something of yourself, and maybe even get back at those who wronged you. This is no life for decent folk, but you’re not decent folk. You are an Errant.

What is Errant?

Errant is a classic fantasy role-playing game in the vein of the first few editions of that role-playing game and its many imitators and descendants such as Knave, Into the Odd, and The Black Hack. It is freely compatible with material for all those games as well as the newest edition of that role-playing game, with conversion guides provided within.

Errant is designed with the following principles in mind.

  • Keep it Simple, Stupid – No math above a 2nd grade level necessary.
  • Cut to the Chase – The procedures in Errant are designed to create a gameplay experience in which the smallest possible time between meaningful decisions is maintained.
  • Active, not Passive – To that end, player abilities are designed around the player making active choices, not receiving passive bonuses. Even using armour to defend is a choice!
  • Options, not Proscriptions – All rules and procedures in Errant are intended as guidance, to provide a toolbox for play. Rules are written to be open-ended, extendable, and use natural language wherever possible. We trust you to make good decisions.

What makes Errant unique?

Errant is rules light, procedure heavy.

What does that mean? Well, it means that the rules you need to play Errant are simple to understand and minimal. At its core, the basic mechanic is to simply roll a twenty-sided die and try to get a result that’s in between two numbers (“roll high under” or “blackjack”) to resolve tasks.

However, Errant has a number of procedures that are designed to help you navigate different play situations in fair and interesting ways. Want to know how to run an exciting chase scene, or establish a fried cockatrice restaurant, or sue a demon for emotional negligence? Errant has procedures that can help you do that!

Procedures are not rules, but neither are they vague, general guidance. They provide a framework to structure the game, and can be adjusted, ignored, hacked, mangled, broken, stolen, or seasoned to taste.

While designed to be more comprehensive than the lightweight rulesets of many newer old-school role-playing games, all the rules and procedures of Errant are streamlined for ease of use and understanding. They have been hammered into shape by five years of rigorous playtesting. Every rule or procedure within the book has come into contact with a live player, and has changed as a result.

Third Party License

Errant is offered under the Waylaid by Errant license for any creators who wish to create their own works compatible with or built off the system.

Physical Copies

Physical copies of Errant are available on the Kill Jester store and elsewhere.

Updated 7 days ago
CategoryPhysical game
Rated 5.0 out of 5 stars
AuthorKill Jester
TagsDungeon Crawler, Dungeons & Dragons, Fantasy, OSR, Tabletop, Tabletop role-playing game


Buy Now$10.00 USD or more

In order to download this role playing game you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:

Errant.pdf 47 MB
Errant Character Sheet.pdf 293 kB


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Listen. I hate procedure. I will make things up constantly, fudge numbers, and operate purely on vibes whenever I can.

That said, Errant is a staggering accomplishment in applying procedure to every aspect of a fantasy adventure, allowing you to flesh out your players actions and make them earn their victories in a cool and engaging way. (I especially liked Lockpicking and the Magic/Grimoire system.)

All told, you can't make me follow procedure, but Errant will have a permanent spot in inspiring how I design encounters for my players.


One of the most comprehensive OSR products of recent years. I predict that the huge number of 2d6 downtime procedures will become a common point of reference for many. The rest of it is pretty good as well, especially the magic system. I could take or leave the combat system, but it gets the job done and I must admit to not having play tested it. Check it out!


This book is bananas. There is so much here I don't know where to start. Looking forward to reading it all. Slowly, probably.


I've been super excited about this for a while, extremely hyped to finally see it out!