The Wings Keeton Role Playing Game
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.