Easy to pick up, fast to use, the rules can be explained to
any newcomer in’a matter of minutes. There ic no unwanted
over-complexity, as with some rule5. Melee is divided intd
three segments: attack and defense are factored for the throw-
to-hit, followed by the damage throw and optional hit location,
throw. Three dice rolls... the minimum necessary for a com
prehensive combat system.
The rules describe a convincing world, where commonsense and
initiative count for a great deal. There are no superhuman
characters carving up a dozen men single-handed-- just ordinary
mortals with some skill in swordplay or sorcery, trying to use
their wits to stay alive.
Presentation is lucid throughout. At a glance, you can see the
range or duration of a spell, the attack factor of a creature,
the cost of distilling a potion, etc. For quick reference during
play, the essential combat charts are reproduced on hack of
this sheet;
‘This book presents a logical and consistent representation of
"sword and sorcery" reality, so that any concept from fantastic
literature can be readily Fitted into the structure.
The rules are designed for flexibility, and with a minimum of
effort can be adapted for use with other FRP games. There is
no.need to start a whole new campaign to reap the benefits
of MORTAL COMBAT.
“Comsat & Rank \Paosress ton
Mactc
augury a
165, aquipnent, weapons, cash, not just a deseristion of
She ods.
ConTENTS
Treasure & Mactc [rems
iid deeatis on how
ang
Tntangibility an3 Deathligne, to the ewesene
wey the Wiayha
rhe nly way
‘Seen an asm
aa
and crave caunea aco
various beings t2‘comar Factors
folie a twonty-aidod di
below, then’
Pig ot
that tne detender's rvard 4
au voexrion
ABSORPTION. eAOPERTIES OF ARKOUR
the toHovil eabre
Leather beim:
Steel /tron nen:
blow from = spect ete “ape.
aemour patented
aged ‘Seah crush
done: ° o °
Pagdea losthors 1 1 A
amount of damage that a given armour type vill absord per
2
a
5
‘
1
4
‘