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Title: Sky Ace Rules ver. 0.8
Author: Jeff Moore

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By Jeff Moore

The
Miniatures Card Game
of
Superhero Battles!

The
Miniatures Card Game
of
Superhero Battles!

By Jeff Moore

Tulsa, OK

Superhero Miniatures Card Game
By 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.

Sky Ace
The Miniatures Card Game of Super Powered Battles
Copyright © 2005 by Jeff Moore
1.0 BASIC GAME
Description: Sky Ace is the miniatures card game of
super 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 LIFE
counter, and one pawn or miniature to represent their
hero. If miniatures are not used the 6 sided die can play
double duty as both a LIFE counter and a pawn, but
then players should use dice of different colors.
1.1 GLOSSARY OF TERMS
ACES AND JOKERS – The highest valued cards in the
deck (see High Card.) Aces display an A in the corner
of the card. Jokers display the word Joker in the corner
of the card.
ACTIVE CARD – The player who is playing cards at
the moment is the Active Player. The Active Card is the
card that the Active Player's pawn is resting on.
ADJACENT – each card can have a maximum of 8
cards around it in a grid pattern of neat columns and
rows. The eight cards around a given card are all
adjacent to that card.
ALMOST NEVER – this represents an attack that the
hero is vulnerable to. The hero should try to avoid this
attack when-ever possible. This attack relates back to
the hero's weakest power.
BLACK CARD – Any card of a black suit (Clubs or
Spades.)
CHARGE ATTACK – An attempt to strike an adjacent
target pawn on resting on a Clear Card. On the
playmat, a CHARGE ATTACK is required if the target
pawn is resting on a diagonal card that sits adjacent to
a clear corner of the Active Card.
CHECKERBOARD – traditionally checkerboards are
comprised of rows and columns that alternate in color
between red and black squares. Cards played to the
playmat must follow this same pattern.
CLEAR CARD – Any diagonal card that rests adjacent
to a clear corner of the Active Card is said to be a Clear
Card.

CLEAR CORNER and DIGIT CORNER – Every card
has four corners. Two of these corners have a number
or letter displaying the card’s value. These are referred
to as digit corners. The two other corners are blank
containing no digits or symbols these are referred to as
clear corners.
DIGIT CARD – Any diagonal card that sits adjacent to
a digit corner of the Active Card is said to be a Digit
Card.
DISTANCE ATTACK – An attempt to strike an
adjacent target pawn resting on a Digit Card. On the
playmat, a DISTANCE ATTACK is required if the target
pawn is resting on a diagonal card that sits adjacent to
a 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 the
Attack that the hero performs the most often. The
Attack would be related to the hero's strongest power.
FREQUENCY – Frequency represents how often a
particular form of attack is favored by a hero. The
higher the Frequency, the more often the attack is
used and the more effective it is. The four levels of
Frequency from highest to lowest are: Every Chance,
Occasionally, Rarely, and Almost Never.
HAND-TO-HAND ATTACK – An attempt to strike an
adjacent target pawn resting on a Head Card. On the
playmat, attacks across the height of a card require a
HAND-TO-HAND ATTACK.
HEAD CARD – Any adjacent card that sits above or
below the length of the Active Card is said to be at the
head of that card. Although only Royals (King, Queen,
or Jack) have a head that appears at both the top and
the bottom of their cards, the term HEAD is used to
represent both the top and bottom edge of every card,
not only Royals.
HIGH CARD – When comparing two or more cards to
each other, the card with the greatest value is said to
be the High Card. When drawing for High Card, Aces
are high and 2's are low. Cards follow the following
order 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. On
a player's Draw Phase they always draw up their hand
to a number of cards equal to their current LIFE total.

LIFE COUNTER – A six-sided die can be placed on a
player’s hero sheet to represent the amount of LIFE
currently possessed by their hero. This is called the
LIFE Counter.
OCCASIONALLY – this frequency represents an
Attack that the hero does sometimes. It relates back to
a 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 is
comprised of rows and columns of playing cards laid
out in a grid style pattern.
POWER – Superheroes have Powers that represent
spectacular abilities beyond those of normal people.
Defining the powers that a hero possesses relevant to
the 4 attack forms will help when assigning frequencies
to those attacks.
RANK – When playing High Card, RANK refers to the
card's position in the sequence. Joker is the highest
ranked card in a deck and the 2 is the lowest ranked
card in a deck.
RARELY – this frequency represents an attack that the
hero has some difficulty performing. It relates back to
a power of low strength.
RED CARD – Any card of a red suit (Diamonds or
Hearts.)
ROYALS – Cards that display a member of Royalty.
Kings, Queens, and Jacks are Royal cards.

1.2 ABBREVIATIONS
Single letter abbreviations show how terms are related.
Value and Frequency, and Attack and Position are
related terms. Pay attention to these Abbreviations.
They serve as a pneumonic to help players remember
how to play the game. You can easily remember that
a Hand-to-Hand Attack must be made against a High
Card because both terms start with the letter H.
A – Aces and Jokers, and Almost Never
C – Charge Attack, and Clear Card
D – Distance Attack, and Digit Card
E – Evens, and Every Chance
H – Hand-to-Hand Attack, and Head Card
O – Odds, and Occasionally
R – Royals, and Rarely
S – Stealth Attack, and Side Card
1.3 HERO CREATION
To create a Hero, each player should assign a Power
and a Frequency to each of the four Attack Actions.
1.3.1 POWERS
The super powers that form a hero in Sky Ace add
flavor and color to the game. Defining the nature of a
hero's powers will also help guide the player in defining
Attack Frequencies. Is the hero a super speedster?
Then Charge Attack should be prominent. A hulking
behemoth? Then Hand-to-Hand Attack needs to be
given priority. Or maybe the hero is a sneaky sleuth
who strikes from the shadows. In this case, give
Stealth Attack the hero's highest frequency.
Sky Ace

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

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

Super Strength (HE)
STEALTH ATTACK – An attempt to strike an adjacent
target pawn resting on a Side Card. On the playmat,
attacks across the width of a card require a STEALTH
ATTACK.

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

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

Super Speed (SR)

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

(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 to
the Powers show which Attack the power is related to,
and its Frequency. More importantly, they show
Playmat Position, and Card Value.

1.4 FIGHTING THE DUEL

1.4.2.1.2 KNOCK-BACK

1.4.1 PREPARATION

As an alternative to the standard Maneuver, a player
can optionally play their maneuver card directly behind
their opponent's pawn in a straight line relative to their
own position.

Each Player places their 6 sided dice on the table with
the 5 side facing up. This is their LIFE counter.
Each Player shuffles their deck.
Each player draws the top card from their deck and
places it face up on the table.
Each player places their pawn on top of the card just
played.
The pawn whose card has the highest RANK is listed
First in Turn Order.
The pawn whose card has the lowest RANK is listed
Last in Turn Order.
The player who is first in the turn order gets to arrange
the position of the cards on the table.
The cards must be placed adjacent to each other and
follow a RED / BLACK alternating checkerboard style
pattern. This becomes the playmat.
Each Player draws a hand of cards equal to the value
showing on their LIFE counter.
1.4.2 SEQUENCE OF PLAY

If the target is on a Side card, they are knocked back
to the Side card one step away. If the target is on a
Digit card they are knocked back to the Digit card one
step away; etc.
If this is done, the player does not move their own
pawn onto this card, but moves their opponent's pawn
instead of their own.
It is assumed that the force of the attack knocked the
opponent backward.
Card play is meant to resolve the damage resulting
from the impact of the knock-back.
Resolve the attack normally using the new active cards
based 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 by
comparing the attacker pawn's position relative to the
position of the target pawn.

1.4.2.1.1 MANEUVER
The player whose turn it is plays a card from their hand
to the playmat and moves their pawn onto it.
The card played can occupy any position that is
adjacent to both an opponent's pawn and the active
player's pawn.
The card played must follow a RED / BLACK
alternating 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 automatically
considered to be of a Red Suit.
If played on a Black diagonal the Joker is automatically
considered to be of a Black Suit.
Cards can be (and frequently are) played on top of
other cards.

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 type
to the VALUES of cards in their hand.
The attacker can play from their hand any number of
cards. Every card played in this fashion that has a
VALUE that matches the FREQUENCY of the attack
type being attempted results in one success.
Cards played that do not match the Frequency of the
Attack are simply discarded. Also, an attacker does not
have to play any cards at all.

ADDITIONALLY

1.4.2.3.1 DEFENSE

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

Determine what type of attack is being resisted.

AND
If the card that the target's pawn rests on matches the
FREQUENCY of the attack, count one success for that
card.
FOR EXAMPLE:
Sky Ace
Super Strength (HE), Flight (CO),
Super Speed (SR), Laser Vision (DA)

The attack type being resisted is determined by
comparing the defender pawn's position relative to the
position 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.

Attacks a villain on a (S)ide Card.

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

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

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

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

The defender plays from their hand every card with a
VALUE that matches the FREQUENCY of the defense
type being attempted.

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

Every card played in this fashion is worth 1 success.
ADDITIONALLY

This gives the player 2 successes.
In addition, Sky Ace's target pawn rests on a King. This
is another Royal card and counts as 1 more success.
This gives Sky Ace a total of 3 successes for the
attack.
1.4.2.2.2 ATTACKER REDRAW
Attacker places the card(s) just played from their hand
on their discard pile and redraws new cards into their
hand until the number of cards in their hand is equal to
the value showing on their LIFE counter.

If the card that the defender's pawn rests on matches
the FREQUENCY of the defense, count one success
for that card.
AND
If the card that the attacker's pawn rests on matches
the FREQUENCY of the defense, count one success
for that card.

1.4.2.3.2 DAMAGE

1.4.3 THINGS TO CONSIDER

Damage is based on number of Attacker successes
remaining after Defense.

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

If the Attacker produced more successes than the
Defender, then the defender must reduce the value of
their LIFE Counter.

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

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

If a value is played during maneuvering that matches
the Frequency of the subsequent type of attack, this
card will be counted as a success when the attack is
resolved.

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

The Active Player must play a card to the playmat and
move a pawn onto the played card each turn without
exception.

-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 their
LIFE counter to the new value based upon the amount
of LIFE lost.
If LIFE is ever reduced to zero (or less) the Defender
has lost the duel.
1.4.2.3.3 DEFENDER REDRAW / DISCARD
Defender places the card(s) just played from their hand
on their discard pile and redraws new cards into their
hand until the number of cards in their hand is equal to
the value showing on their LIFE counter.
If the number of cards in the defender's hand is greater
than the number showing on their LIFE counter, the
defender must select and discard cards from their hand
until the amount remaining is equal to the value shown
on their LIFE counter.
1.4.2.4.1 END TURN
The Attacker passes their turn to the next player in the
Turn Order.
1.4.2.4.2 RETURN TO SEQUENCE OF PLAY.

The Active Player can choose to play a card on top of
another card, so long as the card placement follows
the previously established Red / Black checkerboard
pattern.
If your draw pile runs out of cards, shuffle in your
discards and start a new draw pile.

2.0 ADVANCED GAME
It is strongly suggested that players attempt the game
in the form presented above and familiarize themselves
with the Basic Game Play before proceeding to the
ADVANCED GAME.
Sky Ace is intended to be played Campaign Style
where the same players bring a hero that they have
created to the table time and time again. As the
campaign progresses, their hero will become more and
more powerful and will face greater and greater
challenges.
In the campaign version of the game, one player takes
the role of General Mayhem. General Mayhem is a
power hungry super powerful villain bent on world
domination. In the campaign game the player who
plays General Mayhem is referred to as the GM.
The other players are all heroes and members of Sky
City's premier super team, the Power Corps. These
heroes will battle to defeat General Mayhem and his
evil minions. In the campaign game the player who are
members of the Power Corps are all referred to as the
PC's.

The GM always holds a hand of 4 cards. This does not
change as the villains take damage.
The GM will arrange the starting positions of the cards
according to the requirements of the mission.
In the advanced game PC and GM cards do not need
to begin play adjacent to each other. The setting of the
mission might be a large abandoned warehouse and
the heroes and villains may begin the conflict on
opposite sides of the table, for example.
The GM decides when to connect different playmats
together.
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 their
draw pile over and presents it face up.
The suit of this card determines the PREFERRED
ATTACK for this player's turn.
If the suit is H)earts then the Preferred Attack for this
player on this turn is H)and-to-Hand.

2.1 ADVANCED DUELS
In the Advanced Game, Duels are called Missions. On
a mission PC's work together to defeat villains
controlled by the GM.

If the suit is S)pades then the Preferred Attack for this
player on this turn is S)tealth.
If the suit is D)iamonds then the Preferred Attack for
this player on this turn is D)istance.

2.1.1 ADVANCED PREPARATION
Each PC places their 6 sided dice on the table with the
5 side facing up. This is their LIFE counter.
All Players shuffle their decks.
Each PC draws the top card from their deck and places
it face up on the table.
Each PC places their pawn on top of the card just
played.
The GM draws a card for every villain and places a
villain pawn on the top of each one.
The pawn whose card has the highest RANK is listed
First in Turn Order.
The pawn whose card has the lowest RANK is listed
Last in Turn Order.
Each PC draws a hand of cards equal to the value
showing on their LIFE counter.

If the suit is C)lubs then the Preferred Attack for this
player on this turn is C)harge.
If the player performs the Preferred Attack for their
turn, the Player will inflict +1 point of bonus damage on
their target.
Note: Because the Joker has no Suit, it is considered
a wild card. If it is drawn when Establishing Preferred
Attack, then ALL Attacks are Preferred Attacks during
the turn.

2.1.2.2.1 ADVANCED MANEUVER

2.1.2.3.1 ADVANCED ATTACK

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

Determine what type of attack is being attempted.

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

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

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

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

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

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

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

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

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

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

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

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

If the player's pawn is brought adjacent to an enemy
pawn, the player may attack.
2.1.2.2.2 ADVANCED KNOCK-BACK

The attacker can play from their hand any number of
cards. Every card played in this fashion that has a
VALUE that matches the FREQUENCY of the attack
type being attempted results in one success.

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

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

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

ADDITIONALLY

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

If the card that the attacker's pawn rests on matches
the FREQUENCY of the attack, count one success for
that card.
AND

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

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

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

AND

Card play is meant to resolve the damage resulting
from the impact of the Knock-Back.
Resolve the attack normally using the new active cards
based on the target's new position.

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

FOR EXAMPLE:

2.1.2.4.1 ADVANCED DEFENSE

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

Determine what type of attack is being resisted.

Attacks a villain on a (S)ide Card.
We see that Sky Ace's (S)tealth Attack Power is Super
Speed 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 that
the attacker plays a (R)oyal card from their hand for
success.
Sky Ace's player has 2 (R)oyal cards (a Jack and a
Queen) in hand and plays them both.

The attack type being resisted is determined by
comparing the defender pawn's position relative to the
position 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.

This gives the player 2 successes.
In addition, Sky Ace's target pawn rests on a King. This
is another Royal card and counts as 1 more success.

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

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

The defender plays from their hand every card with a
VALUE that matches the FREQUENCY of the defense
type being attempted.

2.1.2.3.2 ATTACKER REDRAW

Every card played in this fashion is worth 1 success.

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

ADDITIONALLY
If the card that the defender's pawn rests on matches
the FREQUENCY of the defense, count one success
for that card.
AND
If the card that the attacker's pawn rests on matches
the FREQUENCY of the defense, count one success
for that card.
AND
Count one success for each LEVEL of a related
ATTRIBUTE (see ATTRIBUTES.)

2.1.2.4.2 ADVANCED DAMAGE

2.1.2.5.1 END TURN

Damage is based on number of Attacker successes
remaining after Defense.

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

If the Attacker produced more successes than the
Defender, then the defender must reduce the value of
their LIFE Counter.

2.1.2.5.2 RETURN TO ADV SEQUENCE OF PLAY

If the Defender produced more successes than the
Attacker, then the Attack was successfully resisted.
Damage equals the difference between successes
divided by 2 (round down / drop fractions).

In the campaign game it is important to evaluate
heroes and villains of differing levels of experience or
skill. For this reason a new variable component is
added. Every Hero and every Villain now has 4 new
stats called ATTRIBUTES.

Difference between Attack and Defense successes:

The four ATTRIBUTES are:

-1 or lesser = No Damage and NO BONUS DAMAGE

HEALTH
SENSE
DEFTNESS
and
COURAGE

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 their
LIFE counter to the new value based upon the amount
of LIFE lost.
If LIFE is ever reduced to zero (or less) the Defender
has lost the duel.
2.1.2.4.3 DEFENDER REDRAW / DISCARD
Defender places the card(s) just played from their hand
on their discard pile and redraws new cards into their
hand until the number of cards in their hand is equal to
the value showing on their LIFE counter.
If the number of cards in the defender's hand is greater
than the number showing on their LIFE counter, the
defender must select and discard cards from their hand
until the amount remaining is equal to the value shown
on their LIFE counter.

2.2 ATTRIBUTES

These Attributes have levels that reflect how much
they influence combat. A Level 0 attribute would not
affect combat at all, but a Level 10 attribute could
greatly change a battle's outcome.
New Heroes start play with a Level 1 in all 4 Attributes.
These Attributes relate directly back to Attack Types
based upon their Abbreviation.
Health is a representation of a Hero's physical fitness,
endurance, and strength. Its level influences
Hand-to-Hand Attacks.
Sense is a representation of a Hero's perception,
alertness, and intelligence. Its level influences Stealth
Attacks.
Deftness is a representation of a Hero's physical
coordination, grace, and precision. Its level influences
Distance Attacks.
Courage is a representation of a Hero's boldness,
bravery and general sense of heroics. Its level
influences Charge Attacks.
2.2.1 HERO ADVANCEMENT
After every play session, a hero player can improve
one of their Attributes by +1. The player can improve
any Attribute of their choice.

2.3 SPECIAL ABILITIES

2.4 CAMPAIGN PLAY AND ROLE PLAY

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

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

LUCKY

When trying to do something outside of combat decide
which Attribute the action will be based upon. Refer to
the Frequency recorded for the Attack Type related to
this Attribute. This will tell the Card Value needed to
succeed at the task. Draw a number of cards equal to
the Attribute’s Level, if one of these cards matches the
Attribute’s Frequency then the task was completed
successfully.

The Hero leads a charmed life. This Hero has one
more LIFE than other Heroes. Start this Hero's LIFE
counter at 6 and draw a hand of 6 cards.
POWERFUL
The Hero's attacks are more powerful than others. The
Hero gets +1 success when attacking.
QUICK
The Hero moves at super speeds. On the Hero's
Maneuver phase, this hero's player can play 2 cards to
the playmat and move their hero's pawn twice before
making an attack.

REGENERATIVE
During the ESTABLISH PREFERRED ATTACK portion
of your hero's turn, if the card revealed is a ROYAL
your hero gains +1 LIFE (to a MAXIMUM of 5 LIFE
total.)

2.4.1 ATTRIBUTES AND TASKS

3.0 PLAY TESTERS
Roger Allen, Winford Sterling, Larry Straining, Greg
Turner, Chris Vogel
3.1 REVISION HISTORY
Sky Ace 0.1 - 24 Hour RPG
June 22, 2005 (created in 24 hours)
Sky Ace 0.2 - Slight update for Conestoga
July 15, 2005 (1st play)
Sky Ace 0.5 - All New System
July 22, 2005 (SA is 1 month old)

UNBREAKABLE

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

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

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

4.0 EXAMPLE MISSION
“The Mugging”
On a routine patrol of Sky City the Heros come across
an innocent citizen being accosted by ruthless ruffians!
Heroes:
Sky Ace
Super Strength (HE+1), Super Speed (SR+1),
Flight (CO+1), Laser Eyes (DA+1)
Special Ability: Unbreakable (+1 on Defense)
Twilight
Martial Arts (HO+1), Shadow Strike (SE+1),
Swing Line (CA+1), Throwing Stars (DR+1)
Special Ability: Lucky (Life 6)

Cover design by Jeff Moore
Cover Art and all interior Artwork from
Devil’s Workshop Image Portfolio Anthology
Volume 2
© 2005 by Louis Porter, Jr. Design
All Rights Reserved
Used under license
Louis Porter, Jr. Design
Plantation, Florida
LMPjr007@aol.com

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 there
are heroes.)
Set up:
Heroes start on one side of the table and villains the
other. Two card spaces separate the heroes from the
villains. The GM can adjudicate the joining of playmat
sections.

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

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

Big Cape Publishing
Tulsa, Oklahoma
bigcape@gmail.com

SPECIAL RULES, GM ONLY! DO NOT TELL PC’S!
The Thug who is holding the hostage can only be
affected by Stealth Attacks.
If an attack that is not a stealth attack, do not play
cards for defense. Tell the players that the thug used
the victim as a shield and reduce the victim's LIFE
counter by one. (Let the PC’s see this).
The victim has 3 LIFE. The victim loses 1 LIFE every
time the Thug that is hiding behind the victim is
attacked by any means other than a Stealth Attack. If
the victim loses all LIFE before the Thugs are defeated
then all the Thugs run away and the Heroes loose the
scenario.

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
ABILITIES
on lines above


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