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ESSER vs Tiny Cyberpunk

Compare ESSER and Tiny Cyberpunk side by side. See differences in complexity, dice, genre, and more.

ESSERTiny Cyberpunk
GenreUniversalCyberpunk, Sci-Fi
TagsRules-Light, Theater of the Mind, One-Shot Friendly, Short Sessions, Fast-Paced, Low-Prep, Freeform Magic, Cinematic, Classless, Roll to CastRules-Light, One-Shot Friendly, Low-Prep, Fast-Paced, Theater of the Mind, Classless, Solo-Friendly, Random Tables
Core MechanicRoll d20 + skill bonus + attribute bonus. A result of 1–9 fails with a complication, 10–14 succeeds at a cost, 15–19 fully succeeds, and 20+ succeeds with an epic effect.Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence.
Diced20d6 dice pool
ComplexityVery LowMedium
AvailabilityFree core rulesPaid
RunnabilityBook tools not listed3 of 5 book tools
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherEspen ErlandsenGallant Knight Games
Year20262024
LanguagesEnglishEnglish
Best ForGroups seeking a two-hour, genre-flexible one-shot where the same d20 engine handles action and conversation.Groups seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns.
HighlightsThe same d20 roll handles standard checks and direct contests, making transitions between scene types quick. Interface scales open-ended supernatural or technical effects by skill tier, letting one procedure cover magic and hacking. NPCs need a core bonus, Strikes, and an optional trait, so a GM can prepare threats with few statistics.Hacking uses Firewall difficulty and failure-triggered Kickbacks, giving digital intrusion distinct risks while reusing the core Test. Heat turns mission fallout into escalating corporate actions after rests, carrying consequences between jobs. A complete solo loop pairs scene procedures with oracles, supporting one-player campaigns without a Director.
ConsiderationsNo default setting is provided, so groups must supply a world for their adventure. Gear grants fictional permission rather than numeric bonuses, limiting equipment-based builds. Strikes reset after each adventure, so the track does not preserve mechanical attrition between adventures.Most Tests resolve as binary success or failure, leaving unlisted consequences to the Director. Long campaigns require more Director worldbuilding than one-off missions. The Corporate Edition includes portions of Neodinium that the publisher identified as generative-AI text; an announced Hacker Edition will replace that material.