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Sky Ace Rules ver. 0.8

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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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Sky Ace Rules ver. 0.8
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Jeff Moore
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