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
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


Mojo

0

Luck

0

Feat

+2

Health

12

Reputation

Nil

Reputation Points

500


Elevatorman - Badboy


Mojo

0

Luck

+2

Feat

0

Health

6

Reputation

Nil

Reputation Points

500


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.