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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 ‘

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