sky ace

16
Tulsa, OK The Miniatures Card Game of Superhero Battles! By Jeff Moore By Jeff Moore The Miniatures Card Game of Superhero Battles!

Upload: jeff-moore

Post on 10-Apr-2015

1.852 views

Category:

Documents


0 download

DESCRIPTION

Sky Ace is the tactical board game of superhero miniatures combat. The game uses a standard playing card deck (a poker deck) in a unique way to resolve combat between units and form the game board. Document contains all the rules needed to play. You supply playing cards.

TRANSCRIPT

Page 1: Sky Ace

Tulsa, OK

The

Miniatures Card Game

of

Superhero Battles!

By Jeff Moore

By Jeff Moore

The

Miniatures Card Game

of

Superhero Battles!

Page 2: Sky Ace
Page 3: Sky Ace

Superhero Miniatures Card GameBy Jeff Moore

UBLISHING

Tulsa, OK

BIG CAPE PUBLISHING Is the publishing imprint of Jeff Moore.All material contained herein is copyright © 2005 by Jeff Moore.

Page 4: Sky Ace

Sky AceThe Miniatures Card Game of Super Powered BattlesCopyright © 2005 by Jeff Moore

1.0 BASIC GAME

Description: Sky Ace is the miniatures card game ofsuper powered battles.

Each Player Requires: One deck of playing cards(Bridge or Poker deck of 13 cards x 4 suits + 2 Jokers= 54 cards total), one 6 sided die to use as a LIFEcounter, and one pawn or miniature to represent theirhero. If miniatures are not used the 6 sided die can playdouble duty as both a LIFE counter and a pawn, butthen players should use dice of different colors.

1.1 GLOSSARY OF TERMS

ACES AND JOKERS – The highest valued cards in thedeck (see High Card.) Aces display an A in the cornerof the card. Jokers display the word Joker in the cornerof the card.

ACTIVE CARD – The player who is playing cards atthe moment is the Active Player. The Active Card is thecard that the Active Player's pawn is resting on.

ADJACENT – each card can have a maximum of 8cards around it in a grid pattern of neat columns androws. The eight cards around a given card are alladjacent to that card.

ALMOST NEVER – this represents an attack that thehero is vulnerable to. The hero should try to avoid thisattack when-ever possible. This attack relates back tothe hero's weakest power.

BLACK CARD – Any card of a black suit (Clubs orSpades.)

CHARGE ATTACK – An attempt to strike an adjacenttarget pawn on resting on a Clear Card. On theplaymat, a CHARGE ATTACK is required if the targetpawn is resting on a diagonal card that sits adjacent toa clear corner of the Active Card.

CHECKERBOARD – traditionally checkerboards arecomprised of rows and columns that alternate in colorbetween red and black squares. Cards played to theplaymat must follow this same pattern.

CLEAR CARD – Any diagonal card that rests adjacentto a clear corner of the Active Card is said to be a ClearCard.

CLEAR CORNER and DIGIT CORNER – Every cardhas four corners. Two of these corners have a numberor letter displaying the card’s value. These are referredto as digit corners. The two other corners are blankcontaining no digits or symbols these are referred to asclear corners.

DIGIT CARD – Any diagonal card that sits adjacent toa digit corner of the Active Card is said to be a DigitCard.

DISTANCE ATTACK – An attempt to strike anadjacent target pawn resting on a Digit Card. On theplaymat, a DISTANCE ATTACK is required if the targetpawn is resting on a diagonal card that sits adjacent toa digit corner of the Active Card.

EVENS – Cards that display an Even number. 2, 4, 6,8, and 10 are Even cards.

EVERY CHANCE – this frequency represents theAttack that the hero performs the most often. TheAttack would be related to the hero's strongest power.

FREQUENCY – Frequency represents how often aparticular form of attack is favored by a hero. Thehigher the Frequency, the more often the attack isused and the more effective it is. The four levels ofFrequency from highest to lowest are: Every Chance,Occasionally, Rarely, and Almost Never.

HAND-TO-HAND ATTACK – An attempt to strike anadjacent target pawn resting on a Head Card. On theplaymat, attacks across the height of a card require aHAND-TO-HAND ATTACK.

HEAD CARD – Any adjacent card that sits above orbelow the length of the Active Card is said to be at thehead of that card. Although only Royals (King, Queen,or Jack) have a head that appears at both the top andthe bottom of their cards, the term HEAD is used torepresent both the top and bottom edge of every card,not only Royals.

HIGH CARD – When comparing two or more cards toeach other, the card with the greatest value is said tobe the High Card. When drawing for High Card, Acesare high and 2's are low. Cards follow the followingorder from highest to lowest in value: Joker, Ace, King,Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.

LIFE CARD – Each player begins play with 5 LIFE. Ona player's Draw Phase they always draw up their handto a number of cards equal to their current LIFE total.

Page 5: Sky Ace

LIFE COUNTER – A six-sided die can be placed on aplayer’s hero sheet to represent the amount of LIFEcurrently possessed by their hero. This is called theLIFE Counter.

OCCASIONALLY – this frequency represents anAttack that the hero does sometimes. It relates back toa power of average strength.

ODDS – Cards that display an Odd number. 3, 5, 7,and 9 are Odd cards.

PLAYMAT – The playmat is built during play and iscomprised of rows and columns of playing cards laidout in a grid style pattern.

POWER – Superheroes have Powers that representspectacular abilities beyond those of normal people.Defining the powers that a hero possesses relevant tothe 4 attack forms will help when assigning frequenciesto those attacks.

RANK – When playing High Card, RANK refers to thecard's position in the sequence. Joker is the highestranked card in a deck and the 2 is the lowest rankedcard in a deck.

RARELY – this frequency represents an attack that thehero has some difficulty performing. It relates back toa power of low strength.

RED CARD – Any card of a red suit (Diamonds orHearts.)

ROYALS – Cards that display a member of Royalty.Kings, Queens, and Jacks are Royal cards.

SIDE CARD – Any adjacent card that sits along theside of the Active Card is said to be a Side Card.

STEALTH ATTACK – An attempt to strike an adjacenttarget pawn resting on a Side Card. On the playmat,attacks across the width of a card require a STEALTHATTACK.

VALUE – Evens, Odds, Royals, and Aces are values.When playing a card from their hand if the value of acard matches with the frequency of an attack beingattempted this is counted as one success.

1.2 ABBREVIATIONS

Single letter abbreviations show how terms are related.Value and Frequency, and Attack and Position arerelated terms. Pay attention to these Abbreviations.They serve as a pneumonic to help players rememberhow to play the game. You can easily remember thata Hand-to-Hand Attack must be made against a HighCard because both terms start with the letter H.

A – Aces and Jokers, and Almost NeverC – Charge Attack, and Clear CardD – Distance Attack, and Digit CardE – Evens, and Every ChanceH – Hand-to-Hand Attack, and Head CardO – Odds, and OccasionallyR – Royals, and RarelyS – Stealth Attack, and Side Card

1.3 HERO CREATION

To create a Hero, each player should assign a Powerand a Frequency to each of the four Attack Actions.

1.3.1 POWERS

The super powers that form a hero in Sky Ace addflavor and color to the game. Defining the nature of ahero's powers will also help guide the player in definingAttack Frequencies. Is the hero a super speedster?Then Charge Attack should be prominent. A hulkingbehemoth? Then Hand-to-Hand Attack needs to begiven priority. Or maybe the hero is a sneaky sleuthwho strikes from the shadows. In this case, giveStealth Attack the hero's highest frequency.

Sky Ace(Note how the Powers have the abbreviated notation after them.)

Super Strength (HE)(This is a Hand-to-Hand Attack that succeeds on Evens)

Flight (CO)(This is a Charge Attack that succeeds on Odds)

Super Speed (SR)(This is a Surprise Attack that succeeds on Royals)

Laser Vision (DA)(This is a Distance Attack that succeeds on Aces and Jokers.)

Sky Ace has four super powers. Abbreviations next tothe Powers show which Attack the power is related to,and its Frequency. More importantly, they showPlaymat Position, and Card Value.

Page 6: Sky Ace

1.4 FIGHTING THE DUEL

1.4.1 PREPARATION

Each Player places their 6 sided dice on the table withthe 5 side facing up. This is their LIFE counter.

Each Player shuffles their deck.

Each player draws the top card from their deck andplaces it face up on the table.

Each player places their pawn on top of the card justplayed.

The pawn whose card has the highest RANK is listedFirst in Turn Order.

The pawn whose card has the lowest RANK is listedLast in Turn Order.The player who is first in the turn order gets to arrangethe position of the cards on the table.

The cards must be placed adjacent to each other andfollow a RED / BLACK alternating checkerboard stylepattern. This becomes the playmat.

Each Player draws a hand of cards equal to the valueshowing on their LIFE counter.

1.4.2 SEQUENCE OF PLAY

1.4.2.1.1 MANEUVER

The player whose turn it is plays a card from their handto the playmat and moves their pawn onto it.

The card played can occupy any position that isadjacent to both an opponent's pawn and the activeplayer's pawn.

The card played must follow a RED / BLACKalternating checkerboard style pattern on the playmat

Jokers are special because they have no specific suit.They can be played anywhere.

If played on a Red diagonal, the Joker is automaticallyconsidered to be of a Red Suit.

If played on a Black diagonal the Joker is automaticallyconsidered to be of a Black Suit.

Cards can be (and frequently are) played on top ofother cards.

1.4.2.1.2 KNOCK-BACK

As an alternative to the standard Maneuver, a playercan optionally play their maneuver card directly behindtheir opponent's pawn in a straight line relative to theirown position.

If the target is on a Side card, they are knocked backto the Side card one step away. If the target is on aDigit card they are knocked back to the Digit card onestep away; etc.

If this is done, the player does not move their ownpawn onto this card, but moves their opponent's pawninstead of their own.

It is assumed that the force of the attack knocked theopponent backward.

Card play is meant to resolve the damage resultingfrom the impact of the knock-back.

Resolve the attack normally using the new active cardsbased on the target's new position.

1.4.2.2.1 ATTACK

Determine what type of attack is being attempted.

The attack type being attempted is determined bycomparing the attacker pawn's position relative to theposition of the target pawn.

If the target is on a HEAD card,the attack type is a HAND-TO-HAND ATTACK.

If the target is on a SIDE card,the attack type is a STEALTH ATTACK.

If the target is on a CLEAR card,the attack type is a CHARGE ATTACK.

If the target is on a DIGIT card,the attack type is a DISTANCE ATTACK.

Attacker compares the FREQUENCY of the attack typeto the VALUES of cards in their hand.

The attacker can play from their hand any number ofcards. Every card played in this fashion that has aVALUE that matches the FREQUENCY of the attacktype being attempted results in one success.

Cards played that do not match the Frequency of theAttack are simply discarded. Also, an attacker does nothave to play any cards at all.

Page 7: Sky Ace

ADDITIONALLY

If the card that the attacker's pawn rests on matchesthe FREQUENCY of the attack, count one success forthat card.

AND

If the card that the target's pawn rests on matches theFREQUENCY of the attack, count one success for thatcard.

FOR EXAMPLE:

Sky AceSuper Strength (HE), Flight (CO), Super Speed (SR), Laser Vision (DA)

Attacks a villain on a (S)ide Card.

We see that Sky Ace's (S)tealth Attack Power is SuperSpeed and that it has a frequency of (R)arely.

An attack power that a hero uses (R)arely requires thatthe attacker plays a (R)oyal card from their hand forsuccess.

Sky Ace's player has 2 (R)oyal cards (a Jack and aQueen) in hand and plays them both.

This gives the player 2 successes.

In addition, Sky Ace's target pawn rests on a King. Thisis another Royal card and counts as 1 more success.

This gives Sky Ace a total of 3 successes for theattack.

1.4.2.2.2 ATTACKER REDRAW

Attacker places the card(s) just played from their handon their discard pile and redraws new cards into theirhand until the number of cards in their hand is equal tothe value showing on their LIFE counter.

1.4.2.3.1 DEFENSE

Determine what type of attack is being resisted.

The attack type being resisted is determined bycomparing the defender pawn's position relative to theposition of the attacking pawn.

If the attacker is on a HEAD card,the defense type is a HAND-TO-HAND ATTACK.

If the attacker is on a SIDE card,the defense type is a STEALTH ATTACK.

If the attacker is on a CLEAR card,the defense type is a CHARGE ATTACK.

If the attacker is on a DIGIT card,the defense type is a DISTANCE ATTACK.

Defender compares the FREQUENCY of that defensetype to the VALUES of cards in their hand.

The defender plays from their hand every card with aVALUE that matches the FREQUENCY of the defensetype being attempted.

Every card played in this fashion is worth 1 success.

ADDITIONALLY

If the card that the defender's pawn rests on matchesthe FREQUENCY of the defense, count one successfor that card.

AND

If the card that the attacker's pawn rests on matchesthe FREQUENCY of the defense, count one successfor that card.

Page 8: Sky Ace

1.4.2.3.2 DAMAGE

Damage is based on number of Attacker successesremaining after Defense.

If the Attacker produced more successes than theDefender, then the defender must reduce the value oftheir LIFE Counter.

If the Defender produced more successes than theAttacker, then the Attack was successfully resisted andboth Attacker and Defender are unharmed.

Damage equals the difference between successesdivided by 2 (round down / drop fractions).Difference between Attack and Defense successes:

-1 or lesser = No Damage

0 or 1 = No Damage

2 or 3 = 1 LIFE lost

4 or 5 = 2 LIFE lost

6 or 7 = 3 LIFE lost

8 or 9 = 4 LIFE lost

Etc.

Defender should reduce the value showing on theirLIFE counter to the new value based upon the amountof LIFE lost.

If LIFE is ever reduced to zero (or less) the Defenderhas lost the duel.

1.4.2.3.3 DEFENDER REDRAW / DISCARD

Defender places the card(s) just played from their handon their discard pile and redraws new cards into theirhand until the number of cards in their hand is equal tothe value showing on their LIFE counter.

If the number of cards in the defender's hand is greaterthan the number showing on their LIFE counter, thedefender must select and discard cards from their handuntil the amount remaining is equal to the value shownon their LIFE counter.

1.4.2.4.1 END TURN

The Attacker passes their turn to the next player in theTurn Order.

1.4.2.4.2 RETURN TO SEQUENCE OF PLAY.

1.4.3 THINGS TO CONSIDER

When choosing which card to play to the playmat andwhere to move a pawn consider...

The card that the opponent's pawn is standing on iscounted as part of card play. Consider this whenpositioning for attack.

If a value is played during maneuvering that matchesthe Frequency of the subsequent type of attack, thiscard will be counted as a success when the attack isresolved.

The Active Player must play a card to the playmat andmove a pawn onto the played card each turn withoutexception.

The Active Player can choose to play a card on top ofanother card, so long as the card placement followsthe previously established Red / Black checkerboardpattern.

If your draw pile runs out of cards, shuffle in yourdiscards and start a new draw pile.

Page 9: Sky Ace

2.0 ADVANCED GAME

It is strongly suggested that players attempt the gamein the form presented above and familiarize themselveswith the Basic Game Play before proceeding to theADVANCED GAME.

Sky Ace is intended to be played Campaign Stylewhere the same players bring a hero that they havecreated to the table time and time again. As thecampaign progresses, their hero will become more andmore powerful and will face greater and greaterchallenges.

In the campaign version of the game, one player takesthe role of General Mayhem. General Mayhem is apower hungry super powerful villain bent on worlddomination. In the campaign game the player whoplays General Mayhem is referred to as the GM.

The other players are all heroes and members of SkyCity's premier super team, the Power Corps. Theseheroes will battle to defeat General Mayhem and hisevil minions. In the campaign game the player who aremembers of the Power Corps are all referred to as thePC's.

2.1 ADVANCED DUELS

In the Advanced Game, Duels are called Missions. Ona mission PC's work together to defeat villainscontrolled by the GM.

2.1.1 ADVANCED PREPARATION

Each PC places their 6 sided dice on the table with the5 side facing up. This is their LIFE counter.

All Players shuffle their decks.

Each PC draws the top card from their deck and placesit face up on the table.

Each PC places their pawn on top of the card justplayed.

The GM draws a card for every villain and places avillain pawn on the top of each one.

The pawn whose card has the highest RANK is listedFirst in Turn Order.

The pawn whose card has the lowest RANK is listedLast in Turn Order.

Each PC draws a hand of cards equal to the valueshowing on their LIFE counter.

The GM always holds a hand of 4 cards. This does notchange as the villains take damage.

The GM will arrange the starting positions of the cardsaccording to the requirements of the mission.

In the advanced game PC and GM cards do not needto begin play adjacent to each other. The setting of themission might be a large abandoned warehouse andthe heroes and villains may begin the conflict onopposite sides of the table, for example.

The GM decides when to connect different playmatstogether.

2.1.2 ADVANCED SEQUENCE OF PLAY

2.1.2.1 ESTABLISH PREFERRED ATTACK

The player whose turn it is turns the top card of theirdraw pile over and presents it face up.

The suit of this card determines the PREFERREDATTACK for this player's turn.

If the suit is H)earts then the Preferred Attack for thisplayer on this turn is H)and-to-Hand.

If the suit is S)pades then the Preferred Attack for thisplayer on this turn is S)tealth.

If the suit is D)iamonds then the Preferred Attack forthis player on this turn is D)istance.

If the suit is C)lubs then the Preferred Attack for thisplayer on this turn is C)harge.

If the player performs the Preferred Attack for theirturn, the Player will inflict +1 point of bonus damage ontheir target.

Note: Because the Joker has no Suit, it is considereda wild card. If it is drawn when Establishing PreferredAttack, then ALL Attacks are Preferred Attacks duringthe turn.

Page 10: Sky Ace

2.1.2.2.1 ADVANCED MANEUVER

The player whose turn it is plays a card from their handto the playmat and moves their pawn onto it.

The card played can occupy any position that isadjacent to that player's pawn.

The card played must follow a RED / BLACKalternating checkerboard style pattern on the playmat

Jokers are special because they have no specific suit.They can be played anywhere.

If played on a Red diagonal, the Joker is automaticallyconsidered to be of a Red Suit.

If played on a Black diagonal the Joker is automaticallyconsidered to be of a Black Suit.

Cards can be (and frequently are) played on top ofother cards.

If the player's pawn is brought adjacent to an enemypawn, the player may attack.

2.1.2.2.2 ADVANCED KNOCK-BACK

If a player begins their Maneuver Phase adjacent to anenemy pawn the player may choose to Knock-Back theenemy instead of moving their own pawn.

To Knock-Back an enemy, the player plays theirmaneuver card directly behind their opponent's pawn ina straight line relative to their own position.

If the target is on a Side card, they are knocked back tothe Side card one step away. If the target is on a Digitcard they are knocked back to the Digit card one stepaway; etc.

If this is done, the player does not move their ownpawn onto this card, but moves their opponent's pawninstead of their own.

It is assumed that the force of their attack knocked theiropponent backward.

Card play is meant to resolve the damage resultingfrom the impact of the Knock-Back.

Resolve the attack normally using the new active cardsbased on the target's new position.

2.1.2.3.1 ADVANCED ATTACK

Determine what type of attack is being attempted.

The attack type being attempted is determined bycomparing the attacker pawn's position relative to theposition of the target pawn.

If the target is on a HEAD card, the attack type is a HAND-TO-HAND ATTACK.

If the target is on a SIDE card, the attack type is a STEALTH ATTACK.

If the target is on a CLEAR card, the attack type is a CHARGE ATTACK.

If the target is on a DIGIT card, the attack type is a DISTANCE ATTACK.

Attacker compares the FREQUENCY of that attacktype to the VALUES of cards in their hand.

The attacker can play from their hand any number ofcards. Every card played in this fashion that has aVALUE that matches the FREQUENCY of the attacktype being attempted results in one success.

Cards played that do not match the Frequency of theAttack are simply discarded. Also, an attacker does nothave to play any cards at all.

ADDITIONALLY

If the card that the attacker's pawn rests on matchesthe FREQUENCY of the attack, count one success forthat card.

AND

If the card that the target's pawn rests on matches theFREQUENCY of the attack, count one success for thatcard.

AND

Count one success for each LEVEL of a relatedATTRIBUTE (see ATTRIBUTES.)

Page 11: Sky Ace

FOR EXAMPLE:

Sky AceSuper Strength (HE+1), Flight (CO+2), Super Speed (SR+1), Laser Vision (DA+1)

Attacks a villain on a (S)ide Card.

We see that Sky Ace's (S)tealth Attack Power is SuperSpeed and that it has a frequency of (R)arely and a(S)ense Attribute Level of 1.

An attack power that a hero uses (R)arely requires thatthe attacker plays a (R)oyal card from their hand forsuccess.

Sky Ace's player has 2 (R)oyal cards (a Jack and aQueen) in hand and plays them both.

This gives the player 2 successes.

In addition, Sky Ace's target pawn rests on a King. Thisis another Royal card and counts as 1 more success.

Add 1 Success for Sense Attribute Level of 1 and thisgives Sky Ace a total of 4 successes for the attack.

2.1.2.3.2 ATTACKER REDRAW

Attacker places the card(s) just played from their handon their discard pile and redraws new cards into theirhand until the number of cards in their hand is equal tothe value showing on their LIFE counter.

2.1.2.4.1 ADVANCED DEFENSE

Determine what type of attack is being resisted.

The attack type being resisted is determined bycomparing the defender pawn's position relative to theposition of the attacking pawn.

If the attacker is on a HEAD card, the defense type is a HAND-TO-HAND ATTACK.

If the attacker is on a SIDE card, the defense type is a STEALTH ATTACK.

If the attacker is on a CLEAR card, the defense type is a CHARGE ATTACK.

If the attacker is on a DIGIT card,the defense type is a DISTANCE ATTACK.

Defender compares the FREQUENCY of that defensetype to the VALUES of cards in their hand.

The defender plays from their hand every card with aVALUE that matches the FREQUENCY of the defensetype being attempted.

Every card played in this fashion is worth 1 success.

ADDITIONALLY

If the card that the defender's pawn rests on matchesthe FREQUENCY of the defense, count one successfor that card.

AND

If the card that the attacker's pawn rests on matchesthe FREQUENCY of the defense, count one successfor that card.

AND

Count one success for each LEVEL of a relatedATTRIBUTE (see ATTRIBUTES.)

Page 12: Sky Ace

2.1.2.4.2 ADVANCED DAMAGE

Damage is based on number of Attacker successesremaining after Defense.

If the Attacker produced more successes than theDefender, then the defender must reduce the value oftheir LIFE Counter.

If the Defender produced more successes than theAttacker, then the Attack was successfully resisted.

Damage equals the difference between successesdivided by 2 (round down / drop fractions).

Difference between Attack and Defense successes:

-1 or lesser = No Damage and NO BONUS DAMAGE

0 or 1 = No base Damage, but +1 BONUS DAMAGE is still applied for a PREFERRED ATTACK

2 or 3 = 1 LIFE lost, and +1 BONUS DAMAGE if attacker performed a PREFERRED ATTACK

4 or 5 = 2 LIFE lost, and +1 BONUS DAMAGE if attacker performed a PREFERRED ATTACK

6 or 7 = 3 LIFE lost, and +1 BONUS DAMAGE if attacker performed a PREFERRED ATTACK

8 or 9 = 4 LIFE lost, and +1 BONUS DAMAGE if attacker performed a PREFERRED ATTACK

Etc.

Defender should reduce the value showing on theirLIFE counter to the new value based upon the amountof LIFE lost.

If LIFE is ever reduced to zero (or less) the Defenderhas lost the duel.

2.1.2.4.3 DEFENDER REDRAW / DISCARD

Defender places the card(s) just played from their handon their discard pile and redraws new cards into theirhand until the number of cards in their hand is equal tothe value showing on their LIFE counter.

If the number of cards in the defender's hand is greaterthan the number showing on their LIFE counter, thedefender must select and discard cards from their handuntil the amount remaining is equal to the value shownon their LIFE counter.

2.1.2.5.1 END TURN

The Attacker passes their turn to the next player in theTurn Order.

2.1.2.5.2 RETURN TO ADV SEQUENCE OF PLAY

2.2 ATTRIBUTES

In the campaign game it is important to evaluateheroes and villains of differing levels of experience orskill. For this reason a new variable component isadded. Every Hero and every Villain now has 4 newstats called ATTRIBUTES.

The four ATTRIBUTES are:

HEALTHSENSEDEFTNESSandCOURAGE

These Attributes have levels that reflect how muchthey influence combat. A Level 0 attribute would notaffect combat at all, but a Level 10 attribute couldgreatly change a battle's outcome.

New Heroes start play with a Level 1 in all 4 Attributes.

These Attributes relate directly back to Attack Typesbased upon their Abbreviation.

Health is a representation of a Hero's physical fitness,endurance, and strength. Its level influencesHand-to-Hand Attacks.

Sense is a representation of a Hero's perception,alertness, and intelligence. Its level influences StealthAttacks.

Deftness is a representation of a Hero's physicalcoordination, grace, and precision. Its level influencesDistance Attacks.

Courage is a representation of a Hero's boldness,bravery and general sense of heroics. Its levelinfluences Charge Attacks.

2.2.1 HERO ADVANCEMENT

After every play session, a hero player can improveone of their Attributes by +1. The player can improveany Attribute of their choice.

Page 13: Sky Ace

2.3 SPECIAL ABILITIES

A Hero has a number of Special Abilities equal to theaverage Level of their 4 Attributes (round down / dropall fractions.) So starting heroes have 1 Special Ability,and once the sum of Attribute Levels for a characterreaches: 8, the hero gains another Special Ability; etc.

LUCKY

The Hero leads a charmed life. This Hero has onemore LIFE than other Heroes. Start this Hero's LIFEcounter at 6 and draw a hand of 6 cards.

POWERFUL

The Hero's attacks are more powerful than others. TheHero gets +1 success when attacking.

QUICK

The Hero moves at super speeds. On the Hero'sManeuver phase, this hero's player can play 2 cards tothe playmat and move their hero's pawn twice beforemaking an attack.

REGENERATIVE

During the ESTABLISH PREFERRED ATTACK portionof your hero's turn, if the card revealed is a ROYALyour hero gains +1 LIFE (to a MAXIMUM of 5 LIFEtotal.)

UNBREAKABLE

The Hero is better able to resist damage. The Herogets +1 success when defending.

2.4 CAMPAIGN PLAY AND ROLE PLAY

On going Sky Ace Campaigns can form the basis of anRPG. PC's should flesh out their heroes with histories,origins and civilian identities.

2.4.1 ATTRIBUTES AND TASKS

When trying to do something outside of combat decidewhich Attribute the action will be based upon. Refer tothe Frequency recorded for the Attack Type related tothis Attribute. This will tell the Card Value needed tosucceed at the task. Draw a number of cards equal tothe Attribute’s Level, if one of these cards matches theAttribute’s Frequency then the task was completedsuccessfully.

3.0 PLAY TESTERS

Roger Allen, Winford Sterling, Larry Straining, GregTurner, Chris Vogel

3.1 REVISION HISTORY

Sky Ace 0.1 - 24 Hour RPGJune 22, 2005 (created in 24 hours)

Sky Ace 0.2 - Slight update for ConestogaJuly 15, 2005 (1st play)

Sky Ace 0.5 - All New SystemJuly 22, 2005 (SA is 1 month old)

Sky Ace 0.7 - Advanced RulesAugust 5, 2005 (after 2nd play)

Sky Ace 0.8 - Added example Mission: The MuggingSeptember 11, 2005 (clean up of 0.7)

Page 14: Sky Ace

4.0 EXAMPLE MISSION

“The Mugging ”

On a routine patrol of Sky City the Heros come acrossan innocent citizen being accosted by ruthless ruffians!

Heroes :

Sky AceSuper Strength (HE+1), Super Speed (SR+1), Flight (CO+1), Laser Eyes (DA+1)

Special Ability: Unbreakable (+1 on Defense)

TwilightMartial Arts (HO+1), Shadow Strike (SE+1), Swing Line (CA+1), Throwing Stars (DR+1)

Special Ability: Lucky (Life 6)

Or 2 or more heroes created by the players.

Villains :

Thugs (3 LIFE)Lucky Punch (HO+0), Back stab (SR+0), Body Slam (CA+0), Gun (DE+1)

There are 4 Thugs (or 2x the number of thugs as thereare heroes.)

Set up:Heroes start on one side of the table and villains theother. Two card spaces separate the heroes from thevillains. The GM can adjudicate the joining of playmatsections.

Special: The Victim (3 LIFE)Place one figure on a card with a thug as the muggingvictim. This thug is using the victim as a shield.

SPECIAL RULES, GM ONLY! DO NOT TELL PC’S!

The Thug who is holding the hostage can only beaffected by Stealth Attacks.

If an attack that is not a stealth attack, do not playcards for defense. Tell the players that the thug usedthe victim as a shield and reduce the victim's LIFEcounter by one. (Let the PC’s see this).

The victim has 3 LIFE. The victim loses 1 LIFE everytime the Thug that is hiding behind the victim isattacked by any means other than a Stealth Attack. Ifthe victim loses all LIFE before the Thugs are defeatedthen all the Thugs run away and the Heroes loose thescenario.

Cover design by Jeff MooreCover Art and all interior Artwork from

Devil’s Workshop Image Portfolio AnthologyVolume 2

© 2005 by Louis Porter, Jr. DesignAll Rights ReservedUsed under license

Louis Porter, Jr. DesignPlantation, Florida

[email protected]

Sky Ace RPG and Sky Ace Card Game System© 2005 by Jeff MooreAll Rights Reserved

Big Cape PublishingTulsa, Oklahoma

[email protected]

Page 15: Sky Ace
Page 16: Sky Ace

HERO NAME : ______________________________________

(H) ATTACK POWER AND (FREQUENCY) : ________________ Hand-to-Hand Attacks target the Head Card

(S) ATTACK POWER AND (FREQUENCY) : ________________ Stealth Attacks target the Side Card

(D) ATTACK POWER AND (FREQUENCY) : ________________ Distance Attacks target the Digit Card

(C) ATTACK POWER AND (FREQUENCY) : ________________ Charge Attacks target the Clear Card

HERO ORIGIN : ____________________________________________

______________________________________________________________

______________________________________________________________

Attribute Levels :

(H) ____ Health Levels add to Hand-to-Hand Successes

(S) ____ Sense Levels add to Stealth Attack Successes

(D) ____ Deftness Levels add to Distance Attack Success

(C) ____ Courage Levels add to Charge Attack Successes

________________________________

________________________________

________________________________

____________________

SPECIAL

ABILITIESon lines above