The Essentials
Core Rules
Everything in ESSER resolves with a single roll: d20 + skill bonus + attribute bonus. Hit 10 or above and you succeed. The play cycle is simple: describe what you do → roll → narrate the outcome together.
It goes wrong — a new complication emerges.
You succeed, but pay a price.
Clean, effective, no complications.
Dramatic and better than expected.
Who You Are
Character Creation
ESSER works across any genre — fantasy, sci-fi, modern, horror, cyberpunk. Build a character that fits your setting and keep it quick and descriptive.
1 · Concept
Start with who you are and what you do best. Caravan guard. Street medic. Star pilot. Disgraced knight. Netrunner. Your concept anchors every other choice.
2 · Attributes
Distribute +2, +1, +0, +0 across the four attributes. Each adds to rolls when relevant.
3 · Skills
Pick skills from the list below and assign bonuses. Rename or reskin to fit your genre.
Genre renames: Melee → Close Combat · Ranged → Firearms / Archery · Crafting → Engineering · Interface → Magic / Hacking / Psionics depending on setting
4 · Hooks
Three short statements that define how your character engages with the world.
What pushes you forward — your ambition, loyalty, or obsession.
What gives you an advantage — a skill, contact, or hidden asset.
What gets you into trouble — a weakness, habit, or blind spot.
5 · Gear
Note 2–3 signature items — weapon, tool, device. Gear grants permission and fictional positioning, not extra math. What you carry defines what's possible.
6 · Strikes
Every character has 3 Strikes — representing injury, exhaustion, bad luck, or broken morale. Reach 3 and you're out: knocked out, captured, or too exhausted to continue. Rest removes 1 Strike; you reset fully at end of adventure.
Levels
ESSER uses Hybrid Milestone Leveling — advance every 2–3 sessions, or when the GM declares a major story moment.
- 1BeginnerStarting character. 1 Master, 2 Expert, 3 Skilled. Attributes +2/+1/+0/+0.
- 2TrainedGain 1 new Skilled skill or +1 to an attribute (max +3).
- 3ExperiencedUpgrade a skill tier or gain a new Skilled skill.
- 4AdvancedIncrease 1 attribute by +1 or upgrade a skill.
- 5SpecialistGain 1 new Expert or Master skill if the story supports it.
- 6–7Elite / PeakFurther upgrades — attribute cap +3, max 3–4 Masteries.
Clashing Steel
Opposed Checks & Combat
Whenever two sides directly contest something — fighting, chasing, persuading vs resisting, hacking vs countermeasures — use an opposed check. Both sides roll d20 + relevant skill + attribute, then compare totals.
Inflict 1 Strike or achieve a strong effect.
Gain position, impose disadvantage, or create an edge.
Risk 1 Strike — counter, stumble, or concede position.
No Strike. Minor shift in position or tension.
Keep it cinematic — pick the most fitting skill + attribute on each side. Don't overthink it. Resolve most foes in 1–2 solid wins.
Across Genres
Beyond the Normal
Interface
Interface is the skill for interacting with non-normal systems — magic, hacking, psionics, divine power, and more. Roll d20 + Interface + Mind. Your mastery tier defines the scale of what you can do; your chosen flavour defines the story.
Costs: failed or partial rolls may cause Strikes, backlash, exposure, or side effects. Magic has teeth. Hacking leaves traces. Psionics exhaust the mind.
Choose a Flavour
The flavour changes the narrative. The mechanic stays the same.
Elements, force, raw wizardry
Healing, miracles, banishment
Curses, illusions, dark secrets
Nature, animals, life energy
Systems, ICE, digital intrusion
Telepathy, telekinesis, empathy
Beyond the Sword
Subsystems
ESSER uses the same core mechanic for all types of conflict: opposed checks + Strikes or position changes. The dice don't change — the stakes do.
Strikes are flexible — they can represent injury, fatigue, stress, exposure, or loss of control depending on the situation. Decide what's at stake, pick the most fitting skill + attribute, roll, and narrate.
Physical conflict via opposed checks. Outcomes: Strikes, positioning, momentum. Keep it fast and cinematic.
Persuasion, deception, or intimidation vs resistance. Win → shift attitude or gain leverage. Lose → setback or social Strike (trust, reputation).
Opposed mobility or Survival checks. Win → gain ground or escape. Lose → fall behind or take a Strike from fatigue.
Roll vs difficulty or situation. Each success = progress. Failure = complication or Strike.
Mind vs fear, stress, or supernatural effects. Lose → Strike (panic, confusion). Win → stay composed or gain insight.
Threats & Allies
NPCs & Monsters
Built with the same logic as players — give them only what they need: a name, a concept, a core bonus, strikes, and an optional trait. Adjust difficulty with Strikes and Traits, not math.
| Tier | Description | Strikes | Bonus |
|---|---|---|---|
| Minion | Weak or numerous | 1 | +0 to +2 |
| Tough | Skilled or notable | 2 | +2 to +4 |
| Elite | Dangerous or enhanced | 3 | +4 to +5 |
| Boss | Main threat | 3+ | +5 to +6 |
Examples by Genre
+2 Endurance · 1 Strike
✦ Unfeeling — ignores fear effects
Animated bones bound to guard ancient ruins
+5 Interface (Occult) · 3 Strikes
✦ Battle Chant — nearby allies gain +1
Tribal mystic calling spirits into battle
+1 Melee · 1 Strike
✦ Cheap Shot — +2 vs distracted targets
Low-level enforcer relying on numbers and intimidation
+3 Mind/Investigation · 2 Strikes
✦ Read the Room — reroll one failed social check
Sharp investigator who pieces things together quickly
+2 Ranged · 1 Strike
✦ Auto-Target — ignores cover
Autonomous flying turret enforcing order
+5 Agility/Mobility · 3 Strikes
✦ Evasive Maneuvers — ties count as wins when defending
Ace pilot dancing through laser fire
+4 Interface/Hacking · 2 Strikes
✦ Backdoor — full success grants temporary control
Digital ghost breaking through systems
+5 Melee/Ranged · 3 Strikes
✦ Cyber Reflexes — +1 when reacting
Augmented operative with brutal efficiency
+2 Survival · 1 Strike
✦ Scrap Sense — advantage in ruins
Survivor picking through remains of the old world
+5 Melee/Charm · 3+ Strikes
✦ Fear Aura — weaker foes falter
Brutal leader ruling through fear and spectacle
+4 Occult/Might · 2 Strikes
✦ Unnatural Strength — glancing hits deal a Strike
Human body twisted by an unseen force
+5 Mind/Occult · 3 Strikes
✦ Psychic Intrusion — attacks mind directly
Invisible presence invading thoughts
The Shape of a Story
Adventures
ESSER adventures follow the Five Room Dungeon — five scenes with a suggested pace. A complete adventure in two hours.
Start with immediate action — an ambush, a puzzle, a guarded gate. No slow walks into danger.
A social challenge, trap, or obstacle that can't be solved by swinging a sword.
A complication revealed — betrayal, rival, cursed item, unexpected ally.
The boss fight, desperate chase, or tense negotiation with everything on the line.
Wrap-up, consequences, rewards. Let the story breathe before the next adventure.