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-030

You find yourself in the axial corridor which runs the length of the Airship. From here you can see the inside workings of the airship. Steel girders brace the interior of the ship and between them are large gas cells stenciled with large letters PHLOGISTON.


"This strange Phlogiston gas must be the secret of keeping this steel Airship aloft," speculated Wings Keeton. "All others use Hydrogen, and they must be made of aluminum for light weight."


You ponder the implications then say, "I imagine if Professor Sinistre has his way the sky will be filled with these steel dreadnoughts."


"And what a terrible day that would be," replies Wings. "Lets get going."


As you move forward every 15 feet there is a domed light. Four small tunnels lead to the Airships engine nacelles. Midships, the airship has four large Lightning Guns, two per side, which point menacingly down and outward.


"I wonder how those work," asked Wings, "they obviously aren't the usual sort of guns that use shells.


The axial corridor leads forward toward what must be the control car. As you reach it the hatch opens. It's Sourpuss, Professor Sinistre's henchman and he's probably coming to see what is wrong with the engines.


Make a Check Roll to see if Sourpuss is surprised and if not you must make a Check Roll to determine the order of play.


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:

Helmsman - Sourpuss


Mojo

+1

Luck

+1

Feat

0

Health

6

Reputation

Nil

Reputation Points

100


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.