Notes:
These are the notes on the Sketch Heroes card game !! It's a bit like Top Trumps on steroids (or on LSD depending on your opinion)!Saving your Sketch Hero Cards
1) Hold your "Alt" Key (bottom left) and press the "Print Screen" Key (Top Right) on your Keyboard. (Alternatively just press your "Print Screen" Key). This has now copied a screen shot into your computers memory
2) Open a graphics program and select File and New image.
3) Select Paste (or "Ctrl" and "V" Keys).
4) Edit the image as necessary (crop or resize it)
5) Select File and Save.
Customise your cards
You can change the names of the scores: Strength, Speed, Mind, Agility and Health.
For instance, you can create Sketch Vehicle Cards. Brrroooom! Replace Strength, Speed, Mind, Agility, Health, with Maneuverability, Speed, Crew Skill, Stealth and replace Health with Armour (or Shields if you want to be Sci Fi). You might want to change the amount of scores allocated to Vehicles. E.g. Land and Air Vehicles start with 100 points between the scores and 50 for the bonuses. As they're bigger and have more expensive special effects, Space Vehicles will be higher: 1000 points for the scores and 500 for bonuses.
You can compare 2 cards with different named scores, by fighting with the highest 2 total scores (including bonuses). Clever, eh?
Weapons and Bonus fun
Weapons - the Weapons Score is a combined, single score representing the weapons your Hero carries and that they can use in a fight, with the Hero's proficiency in their use. The score is the damage you do to an opponent's Health Score if successful in a combat round. A description slot can have more than one weapon listed in it e.g. Punch/Kick or Assault Rifle/Pistol or Swords or 2 Pistols or Tank Guns etc... kaboom!!! Theoretically a Hero card could pick up weapons from a fallen foe, but using them will mean a 50% Weapon Score penalty if the weapons are different from those normally used, due to inexperience. The Hero card can improve any Weapons Score with Hero Points (see below).
Bonuses - each slot is a piece of equipment or ability that provides a bonus score to any of the other scores (Speed, Strength, Agility, Mind, Health and Weapons). You can make up any type of equipment, skills, abilities, super powers to go in here. Make your card a veritable super hero of might and glory!
Healthy options
Health boost - optional rules - Health can be deducted and added to any other score (apart from weapons) for a one off boost.
Zero or below Health - if you get to zero Health or below your Hero is seriously injured and unconscious. The card is put in a discard pile and is out for the remainder of this game. Death doesn't happen to Heroes, unless you want it to, but why would you want that? Heroes have "death avoiding escapes" which are plot devices decided on by the player (negotiated with the Narrator, if there is one, see below). It could be decided that just before becoming unconscious the Hero ejected, escaped, dived, was rescued etc... The Hero Card only returns at the start of a new game and regains full health score and bonuses. This signifies the long recovery time from a near death experience! Your Hero might not die, but they can still fail to win on an epic scale!
Sketch Hero adventures
This is like a value saver, no frills, low calorie RPG...
Various players have Hero Cards and one player is the Narrator, who writes a plot that the Heroes play out. Exciting stuff! The Narrator gives scores to enemies that the Heroes encounter and describes the environments that they explore.
Tasks - If they are faced with a Task that needs overcoming, the Narrator sets a difficulty score from 1 (instant success) to 50 (bloody near humanly impossible), and assigns it to one of the 4 main scores (e.g. Strength, Speed, Mind, Agility). The Hero applies RELEVANT bonuses to the assigned score for the task. If the Narrator determines that the total score is close enough to the difficulty then the hero is given a chance of success and they flip a coin. If the player guesses the coin right or if their total score was more than the difficulty score in the first place, then the task is a success. Yayy! Cheers all round! If there was no chance of success or the coin is guessed wrong your Hero fails. Booo! This method is used even with tasks against enemies. Difficulty scores will be much higher in tackling vehicles and godlike beings of awesomeness.
Non Combat bonuses - with tasks in mind, you might want to add some "non combat bonuses" to your Hero when creating them for adventures. Bonuses for fighting don't help you hack a computer, or whatever bonkers task your Narrator might throw at you in the plot.
Extra info - "Non combat bonuses" and "Non bonus equipment" (equipment that doesn't provide a bonus) can go on the plain back of the card, as it might get rather cramped on the printed side once you get going :-)
Hero Points - For every task overcome and enemy slain, the hero gets 1 Hero point. 100 Hero points gives the Hero an extra 1 point to add to scores or bonuses. Hooray!
Health regained - 5 points of Health are regained naturally in a day in the adventure. Also 5 points are regained to any Health bonuses lost. If a Hero Card nearby, or in your pack has a healing ability as a bonus, they can give your card an extra point a day through their healing... which is as good as the NHS... :-)
Increase Defence scores - If the Narrator determines there is "Difficult Fighting Conditions" (darkness, poor weather, poor visibility etc) or if the Hero has made it "Difficult to be hit" (cover, camouflage etc), the Hero Card gets a temporary bonus to the chosen Defence score (the 2nd score chosen when a card is Attacked). This could be anything from a handful of points, up to double the total score, depending on the mood of the Narrator... don't forget your enemies can also get this bonus... :-)
Who goes first - irrespective of who has the highest Speed score, the first to attack is usually a matter of luck (because of surprise or alertness at the time) so a coin is always flipped.
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