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 |
WK-010
You reach into a nearby box and pull out a heavy pipe. You swing the pipe at the Robot. Use your Mojo to try and hit the Robot. To determine the order of play you must roll for the Robot and yourself, roll 2d6. Sum the dice, add any die roll modifiers for Mojo, and the higher takes their turn first. For an attack to succeed the sum of the 2 dice, plus or minus any Die Roll Modifiers must equal 7 or higher. You may also Roll for Wings Keeton, his Mojo die roll Modifier is +2. The Robot (Minobot) has a Mojo of +1. The Robot's Qualities are: Damaged Minobot
Each time you strike the Robot roll 1d6 for injury and add your die roll modifier for Mojo. Make a saving throw to see if the injury is halved. You and Wings Keeton must continue your fight with the Robot until either it or your health is reduced to 0. If your health is reduced to 0 by the Robot click on 1. If you succeed in reducing the Robot's Health to 0 click on 2. |