These are also referred to as the Basic Rules or the D20 Easy Rules. 
These rules are very different from the standard rules. In some ways 
they are incompatible.  The Basic Game is designed to speed up play 
in all ways. The Basic game is even more Epic. It relies on the GM's 
judgement to an even greater degree. 
-Character Generation and advancement is simply a Matter of drawing 
cards from the Trope Deck. 
-All Randomization is resolved by using the Fate Table. 
-For a truly Basic Experience, Do everything as Mind's eye. 

-For a new GM to gain Confidence. 
-For an intermediate GM to get things going quick. 
-For very tired GMs who dont have their stuff ready. 
-For experienced GMs just winging it and concentrating 
on the story and imaginitive descriptions. 


1 Terrible Failure
2-5 Failure
6-15 Success
16-19 Heroic Success
20+ Super Heroic Success

-Use the Fate Table to help determine the results of anything that requires 
some randomization. 
-Everything else is at the whim of the GM. 
-Players can argue their case. The GM may take it under consideration. 
-The GMs decisions are final. 
-Rolls on the Fate Table may apply to a group or individual. 
-Have a Roll Off: Foes roll high on D20 to see who wins. 


-Friends, Dice, Miniatures, Maps, Food, Atmosphere, Soundscapes, Props, etc. 

-Friends: This is not a Solo game. A GM and a single player is sufficient. 

-A Theatrical Room appearance can be amazing.  
-How to spend your hard earned Money. Don't spend all your money on 
Rule Sets. Your Money and Effort is better spent on other things.  
-Do up a room: Get a Video of a burning log. Get Shadows going in the Room, 
Skulls, Flickering Candles, Large Fantasy Monster Models, Wooden Game Table, 
Shields & Weapons mounted on the Walls, Lava Lamps, Tankards for Ale (Punch), 
A Chest full of Glittering Treasure, Mounted Demon Heads, Mist generator, 
Lightning Globe, Maps, Dusty Tomes, Cobwebs, Sand Timer, Daggers, Staves,
Costume Closet with Robes, Cloaks, etc. Shelves with Helmets, Orbs, Rubber 
Masks, Potion Bottles, Scrolls, etc. 

-Prepare some themed Dishes: Dragon Balls, Gelatinous Cubes, Turkish Delight, 
Golden Apples, Serpent Skewers, Kobold Cookies, Gingerbread Golem Men 
-Be sure to have some themed drinks ready too: Beer or Near Beer in Tankards, 
Flagons of Nectar or Cherry Juice, Goblets of Punch or Wine Coolers, 
Mugs of Grog or Spiced Cider. Make it part of the experience. Make sure the 
Drinks are age appropriate. 

-Sound Effects!!! The GM should not be embarrassed. This can be good fun. 
-Mood Music. A lot of really good stuff is available on the Internet. 
-Voices. Not everybody is a Voice actor. Practice helps but Sometimes you 
need to nip this one in the bud. 

-Tiny but cheap and fun: Plastic and Metal Figs, Terrain, Cool Dice, etc. 
-Hand Drawn and colored Maps and Art, Documents, Doodles of Foes, Items, 
and Locations, etc. 


-Some beloved RPG themes will happily repeat themselves:  
Heroism, Self-sacrifice, Sword & Sorcery, Chainmail Bikinis, Guys with big 
Swords and Helmets, Mighty Magics, Fantastic Beasts, all in just 1-2 hours. 

-If the PC is killed just start again... This time Im thinking of a Wizard...
-The GM wants to be super descriptive: Our Wizard is inscribing Runes on floating 
sword but is attacked by a gelatinous creature out of nowhere, looking to fill 
it's belly with Fresh Meat and Magic. Having barely survived, our Wizard gets 
another surprise Attack, This time by a Treacherous Planar Spider he thought 
was his friend. As revenge he impales the Alien Arachnid in the Thorax. He is 
burned by the Ichor but he also receives a new Rune. Now he must go on a Quest 
to discover what the rune does. 
-The GM has the power of the Gods: They reward your Heroism with 1 extra Wound
after death. They get another Chance. 
-Let the players add details: For a Tactical Advantage, the player wants The 
Room to have a large stone block in the middle. The GM says this is Ok. 


-Use Fate Deck to Attack. 
-Defense Subtracts from Damage Rolls. 
-Basic Attacks do 1D10 Damage. 
-Heavy and 2-H Weapons do +2 Damage. 
-Armor subtracts from Damage Rolls. 
-Fighters have 30 Wound Levels.
-Rogues and Priests have 20 Wound Levels.
-Mages have 10 Wound Levels. 
-Minor Minions have 5 Wound Levels.
-More Important Monsters and Foes have 5 or 10 Wound Levels per Size Level.
-Getting Reduced to zero or less Wound Levels results in Death. 
-Base Movement Rate = 6
-Zone of Control: When using a Map and you are adjacent to a Foe, you can 
only move 1 Space.  


-A single Arrow or Sword Strike can cause Death. Likewise a single spell 
has the potential to Damage, Kill, or Incapacitate. Taking this to its natural 
conclusion means that Mages and Priests should be able to Attack with Magic 
every round, much like Fighters and Rogues can. To reflect this, Spells with 
the * denotation, do not cost any PP to cast. 
-Priests get 5 PP per Day 
(Note: If your PC has 2 Priest Classes, that would be 10 PP) 
-Mages get 10 PP per Day
(Note: If your PC has 2 Mage Classes, that would be 20 PP)
(Note: If your PC has 1 Priest and 1 Mage Class, that would be 15 PP)


-As play proceeds in the Basic rules Mode, the GM and the Players will probably, 
at numerous points, want more guidance and options in the Rules System. 
-At this point the GM can start slowly, piece by piece, adding more Rules from 
the Standard (Advanced) Game Rule System to the ongoing Basic Rules Play.
-The GM may need to implement some Standard rules even in the first Session.  


-This is used for Character Generation and Progression.
These Cards describe the Powers and Possessions of the Characters. 
-A Starting Character Draws 2 Cards from the Deck. 
-At the end of the first Session, If the PC survives he gets to draw 1 more Card. 
-At the end of an Important or Eventful Session the PC may earn an extra Trope
Card. The Resolution of a Quest, Module, or Adventure should also earn 
another Trope Card. 
-Notes: Death Save: If a PC is about to die, roll 1D20: On a Heroic Success result 
they live. Once per day. 
-Notes: Slay: If the indicated type of Character is Hit it takes an 
extra 2D10 Damage. 

Classes -A PC may have max 3 (Multi-Class Character. A PC must start with at least 
1 Class. If one is not drawn, discard a card and pick a Class card from the Deck)
Races -A PC may have max 1 (If no such card is drawn in Character Generation, 
the Character is considered Human and remains Human) 
Relics -A PC may have max 5 (More interfere with each others Magic)
Ability -A PC may have max 3 (There is only so much you can be good at)
Companion -A PC may have max 3 (Those in excess get on each others Nerves) 
Magic Talent -A PC may have max 1 (More interfere with each other)

Wizard- Class: Mage: Lists: Wizard. Energy Magic 
Warrior- Class: Fighter: HTH Attack +2. Damage +2 
Elf- Race: Defense +2. Ranged Attack +2 
Dwarf- Race: Wounds +5. Defense +2
Magic Sword- Relic: HTH Damage +2. Attack +2
Druid- Class: Priest: Lists: Druid
Ranger- Class: Fighter: Attack +2. Outdoor Skills +5 
Thief- Class: Rogue: Stealth +5. Search +5 
Magic Armor- Relic: Armor +5 
Magic Staff- Relic: Lists: Lightning 
Rune Magic- Magic Talent: Lists: Rune
Cleric- Class: Priest: Lists: Clerical  
Healing Magic- Magic Talent: Lists: Healing 
Fire Magic- Magic Talent: Lists: Fire 
Ice Magic- Magic Talent: Lists: Ice
Barbarian - Class: Fighter: Wounds +5. Strength Skill +5
Amazon- Class: Fighter: Defense +2. Ranged Attack +2
Archery- Ability: Ranged Attack and Ranged Damage +3  
Magician- Class: Mage: Lists: Illusions
Scoundrel- Class: Rogue: Stealth +5. Social +5
Pirate- Class: Rogue: HTH Attack +2. Sea Skills +5
Paladin- Class: Fighter and Priest: Lists Paladin 
Ninja- Class: Rogue: HTH Attack +2. Defense +2
Magic Shield- Relic: Defense +4 
Holy Symbol- Relic: Lists: Holy
Mighty Blow- Ability: HTH Damage +4
Mighty Deed- Ability: Move +5. Strength Skill +5
Great Strength- Ability: HTH Damage +2. Strength Skill +5
Uncanny Dodge- Ability: Defense +4 
Great Knowledge- Ability: Lore +5. PP +5
Eagle Eye- Ability: Search +5. Ranged Attack +2
Alchemy- Magic Talent: Lists: Alchemy
Magnificent Steed- Companion: Wounds = 15. Move +10
Magic Wand- Relic: Lists: Enchantment
Magic Helmet- Relic: Defense +2. Search +5 
Magic Boots- Relic: Move +5. Stealth +5
Magic Cloak- Relic: Stealth +5 
Magic Bow- Relic: Ranged Attack +2 and Ranged Damage +4
Magic Lyre- Relic: Lists: Song Magic
Monster Slayer- Ability: Slay Monster. Death Save
Giant Slayer- Ability: Slay Giant. Dodge +2
Dragon Slayer- Ability: Slay Dragon. Move +5 
Magic Amulet- Relic: PP +5
Magic Book- Relic: Lists: Enchantment
Magic Ring- Relic: Lists: Anti-Magic
Witch Hunter- Class: Fighter: Slay Mage. Move +5
Assassin- Class: Rogue: Slay Fighter. Stealth +5
Demi-God- Race: Wounds +5. Death Save
Knight- Class: Fighter: Armor +5. Social +5
Monk- Class: Priest: Move +5. Defense +2
Muscularity- Ability: Attack +2. Strength Skill +5
Magic Orb- Relic: Lists: Divination
Wits- Ability: Social +5. Death Save 
Trickery- Ability: Defense +2. Death Save
Earth Sea Magic- Magic Talent: Lists: Earth, Sea
Wind & Water Magic- Magic Talent: Lists: Water, Air
Monster Pet- Companion: Wounds = 20. Damage +2
Body Guard- Companion: Wounds = 20. Death Save
Loyal Beasts- Companion: Wounds = 15. Stealth +5. Search +5
Sage- Companion: Wounds = 10. Lore +5
Bard- Companion: Wounds = 10. Social +5
Magic Blade- Relic: Damage +5


Spells and Swords Chapter Links     SPELLS AND SWORDS CHAPTER LINKS

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