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-035
With a right cross from your fist to the jaw Sourpuss drops like the rotten sack of potatoes he is. "Fantastic work," says Wings Keeton gleefully, "One down, two to go." You push open the hatch which leads to the chart and radio rooms. You can hear Sinistre and his remaining henchman Badboy discussing altering the course to the east of the Capital in the control car. "Why the east Professor," asks Badboy "Because the sun rises in the east numbskull, and concealed by it our ship will appear out of the sun and throw bolts of lightning down upon the city." says Professor Sinister spitefully. "The Ministry will rue the day let me tell you, I'll finally have my revenge." "I wish I was as smart as you," Badboy says admiringly. "No one is as smart as I am," snorts Professor Sinistre, and under his breath, "moron." You and Wings Keeton have had enough and burst into the control car catching the men off guard. Make a Check Roll to see if you Surprise the Villains using Luck. To succeed the sum of the 2 dice, plus your Luck Die Roll Modifier must equal 7 or higher. If you succeed you gain a full turn to act and the Villains will not be able to do anything. Remember, Doubles also indicates success. Once the free turn of surprise is completed, or you fail the Surprise Check Roll, you must make a Check Roll to determine the order of play each turn. To determine the order of play you must roll for the Adversaries 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 Villains Qualities are: Professor Sinistre
Elevatorman - Badboy
Each time you strike an Adversary 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 your Adversaries until either theirs or your health is reduced to 0. If your health is reduced to 0 by the Adversaries click on 1. If you succeed in reducing the Adversaries Health to 0 click on 2. |