📜 Version History
VERSION 2.0 CURRENT April 2026
  • Character Creation expanded — added Hooks (Drive, Edge, Flaw) and light Gear system
  • Skills section rewritten — broader list with genre rename examples (Melee → Close Combat, Interface → Hacking/Magic/Psionics)
  • Magic → Interface — now a unified skill covering magic, hacking, psionics, and divine power with flavour traditions including Tech and Psychic
  • Opposed Checks system — formalized with four outcomes: Win by 5+, Win by 1–4, Lose, and Tie
  • Subsystems added — Social Conflict, Movement & Chases, Crafting, Mental & Pressure all use the same core mechanic
  • Genre-spanning NPC examples — 12 new stat blocks across Fantasy, Modern, Sci-Fi, Cyberpunk, Post-Apoc, and Horror
  • Multi-genre examples — opposed checks illustrated across 6 genres
  • Level names updated — Novice→Beginner, Adventurer→Trained, etc.
  • Tie result added to combat outcomes
VERSION 1.0 2025
  • Initial release
  • Core d20 + skill + attribute mechanic
  • Four attributes: Might, Agility, Mind, Charm
  • Skill ladder: Master +3, Expert +2, Skilled +1
  • 3 Strikes system
  • Basic combat (opposed rolls)
  • Magic via Spellcasting skill (Arcane, Divine, Occult, Primal)
  • Monster tiers: Minion, Tough, Elite, Boss
  • Five Room Dungeon adventure structure
  • Hybrid Milestone leveling (Levels 1–7)
20

Espen's Super Simple Easy RPG

ESSER

Theatre of the Mind · Story First · Rules Light

✦ Version 2.0  ·  See What's New

Explain it in 5 minutes. Play it in 2 hours. Remember it forever.

d20 System Any Genre 2–6 Players Free to Play

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.

1–9 Failure

It goes wrong — a new complication emerges.

10–14 Success with Cost

You succeed, but pay a price.

15–19 Full Success

Clean, effective, no complications.

20+ Epic Success

Dramatic and better than expected.

✦ ✦ ✦

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.

⚔️ Might Strength, endurance, close combat
🏹 Agility Speed, stealth, driving, piloting
📚 Mind Knowledge, investigation, tech, interface
🎭 Charm Social influence, presence

3 · Skills

Pick skills from the list below and assign bonuses. Rename or reskin to fit your genre.

+3
Master  — 1 skill, your defining talent
+2
Expert  — 2 skills, areas of deep experience
+1
Skilled  — 3 skills, competent and reliable
PhysicalAthletics, Acrobatics, Endurance, Melee, Ranged, Unarmed, Stealth, Mobility
MentalKnowledge, Survival, Crafting, Investigation
SocialPersuasion, Deception, Intimidation, Performance
SpecialAwareness, Medicine, Animal Handling, Interface

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.

Drive

What pushes you forward — your ambition, loyalty, or obsession.

Edge

What gives you an advantage — a skill, contact, or hidden asset.

Flaw

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.

Strikes:

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.

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.

Win by 5+ Decisive

Inflict 1 Strike or achieve a strong effect.

Win by 1–4 Partial

Gain position, impose disadvantage, or create an edge.

Lose Turned

Risk 1 Strike — counter, stumble, or concede position.

Tie Stalemate

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

FantasySword strike vs shield parry — Melee/Might vs Melee/Might
ModernDetective persuades suspect — Persuasion/Charm vs Mind
Sci-FiDogfight in orbit — Agility/Mobility vs Agility/Mobility
CyberpunkHacker breaches ICE — Mind/Interface vs Mind/Interface
Post-ApocScavenger outruns raiders — Agility/Survival vs Agility
HorrorResist fear or possession — Mind vs Occult/Mind

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.

+1
Skilled  — Small effects: spark flame, ping a system, read surface thoughts
+2
Expert  — Solid effects: blast, heal, breach security, cloud minds
+3
Master  — Scene-shaping: mass effects, system takeover, stormcall, banish entity

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.

🔮
Arcane

Elements, force, raw wizardry

Divine

Healing, miracles, banishment

🌑
Occult

Curses, illusions, dark secrets

🌿
Primal

Nature, animals, life energy

💻
Tech / Hacking

Systems, ICE, digital intrusion

🧠
Psychic

Telepathy, telekinesis, empathy

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.

⚔️ Combat

Physical conflict via opposed checks. Outcomes: Strikes, positioning, momentum. Keep it fast and cinematic.

🧠 Social Conflict

Persuasion, deception, or intimidation vs resistance. Win → shift attitude or gain leverage. Lose → setback or social Strike (trust, reputation).

🏃 Chases & Movement

Opposed mobility or Survival checks. Win → gain ground or escape. Lose → fall behind or take a Strike from fatigue.

🛠️ Crafting & Problem Solving

Roll vs difficulty or situation. Each success = progress. Failure = complication or Strike.

😱 Mental & Pressure

Mind vs fear, stress, or supernatural effects. Lose → Strike (panic, confusion). Win → stay composed or gain insight.

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.

TierDescriptionStrikesBonus
MinionWeak or numerous1+0 to +2
ToughSkilled or notable2+2 to +4
EliteDangerous or enhanced3+4 to +5
BossMain threat3++5 to +6

Examples by Genre

Skeleton GuardMinion

+2 Endurance · 1 Strike

Unfeeling — ignores fear effects

Animated bones bound to guard ancient ruins

Orc War ShamanElite

+5 Interface (Occult) · 3 Strikes

Battle Chant — nearby allies gain +1

Tribal mystic calling spirits into battle

Street ThugMinion

+1 Melee · 1 Strike

Cheap Shot — +2 vs distracted targets

Low-level enforcer relying on numbers and intimidation

Detective InspectorTough

+3 Mind/Investigation · 2 Strikes

Read the Room — reroll one failed social check

Sharp investigator who pieces things together quickly

Security DroneMinion

+2 Ranged · 1 Strike

Auto-Target — ignores cover

Autonomous flying turret enforcing order

Starfighter PilotElite

+5 Agility/Mobility · 3 Strikes

Evasive Maneuvers — ties count as wins when defending

Ace pilot dancing through laser fire

NetrunnerTough

+4 Interface/Hacking · 2 Strikes

Backdoor — full success grants temporary control

Digital ghost breaking through systems

Corporate EnforcerElite

+5 Melee/Ranged · 3 Strikes

Cyber Reflexes — +1 when reacting

Augmented operative with brutal efficiency

Wasteland ScavengerMinion

+2 Survival · 1 Strike

Scrap Sense — advantage in ruins

Survivor picking through remains of the old world

Raider BossBoss

+5 Melee/Charm · 3+ Strikes

Fear Aura — weaker foes falter

Brutal leader ruling through fear and spectacle

Possessed HostTough

+4 Occult/Might · 2 Strikes

Unnatural Strength — glancing hits deal a Strike

Human body twisted by an unseen force

Whispering EntityElite

+5 Mind/Occult · 3 Strikes

Psychic Intrusion — attacks mind directly

Invisible presence invading thoughts

Adventures

ESSER adventures follow the Five Room Dungeon — five scenes with a suggested pace. A complete adventure in two hours.

1
Entrance / Guardian
~20 min

Start with immediate action — an ambush, a puzzle, a guarded gate. No slow walks into danger.

2
Puzzle / Roleplay
~20 min

A social challenge, trap, or obstacle that can't be solved by swinging a sword.

3
Twist
~20 min

A complication revealed — betrayal, rival, cursed item, unexpected ally.

4
Climax
~40 min

The boss fight, desperate chase, or tense negotiation with everything on the line.

5
Resolution
~15 min

Wrap-up, consequences, rewards. Let the story breathe before the next adventure.

Quick Reference

The Roll

d20 + skill + attribute. 10+ succeeds. 15+ full success. 20+ epic. Below 10 = failure with complication.

Attributes

Might · Agility · Mind · Charm. Distribute +2, +1, +0, +0.

Skill Bonuses

Master +3 · Expert +2 · Skilled +1 · Untrained +0

Strikes

Players: 3. Minions: 1. Bosses: 2–3+. Out at max Strikes. Reset at end of adventure.

Opposed Checks

Both roll. Win by 5+ = decisive. Win by 1–4 = partial. Lose = risk a Strike. Tie = stalemate.

Interface

Interface + Mind. Skilled = small effects. Expert = solid. Master = scene-shaping. Flavour changes, mechanic stays.

Hooks

Drive (what pushes you) · Edge (your advantage) · Flaw (what gets you into trouble)

Subsystems

Combat, Social, Chases, Crafting, Mental Pressure — all use the same opposed check + Strikes mechanic.