Wings Keeton And The Airship Of Doom WingsKeetonCover.png Introduction Using the Dice Creating Characters CharacterSheet.png WingsKeeton.png WillyDoh.png Order of Play Saving Throws Injury & Death Surprise Rule Character Advancement Referee Adventures Solo Adventures The Airship of Doom Solo Adventure WK-001 WK-002 WK-003 WK-004 WK-005 WK-006 WK-007 WK-008 WK-009 WK-010 WK-011 WK-012 WK-013 WK-014 WK-015 WK-016 WK-017 WK-018 WK-019 WK-020 WK-021 WK-022 WK-023 WK-024 WK-025 WK-026 WK-027 WK-028 WK-029 WK-030 WK-031 WK-032 WK-033 WK-034 WK-035 WK-036 WK-037 WK-038 WK-039 WK-040 WK-041 Bestiary Minobot Professor Sinistre Henchman Sourpuss Henchman Badboy About the Author Creative Commons Licensing |
Order of Play
To determine the order of play the Referee and Player(s) roll 2d6. Sum the dice, add any die roll modifiers for Mojo, and the higher takes their turn first. On a turn a Player or Referee Character may be directed to perform one of the following: Communicate, Move, Fight, or Perform Communicate - A character may communicate with another character in the game. Move - A Character may move up to 6 squares (6") plus additional squares equal to their die roll modifier value for Mojo. Fight - Mojo applies to all fighting causes 1d6 points of injury. Make a Check Roll, to succeed the sum of the 2 dice, plus or minus any Die Roll Modifiers must equal 7 or higher. An opponent is entitled to a Saving Throw to halve the injury. No injury can be less than 1 point. Perform - Feat applies to any situation in which intellect or manual skill is required, such as observation, using tools, or operating equipment. Make a Check Roll, to succeed the sum of the 2 dice, plus or minus any Die Roll Modifiers must equal 7 or higher.
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