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DOING STUFF FIGHTING & NOT DYING

When you attempt something difficult At 0 Stamina: You die at end of round
or dangerous, you roll with your Skill. Below 0 Stamina: You are dead (Luck roll?)

If you have a relevant Advanced Skill, 8 Hrs. Rest: Recover 2d6 Stamina, 2d6 Luck
use Skill + Advanced Skill instead. Provisions (3/day): Recover 1d6 Stamina

ROLL UNDER when unopposed: MELEE: Roll Versus. Higher deals damage.
• 2d6 under/equal to your Skill 6,6 deals double damage
• Climbing, lifting, casting spells, etc 1,1 Fumble, suffer +1 dmg
• 6,6 is always a Fumble; a failure SHOOT: Roll Versus their evasion/Skill.
• Into melee: Randomly determine targets
ROLL VERSUS during contests:
• AIM: On next turn roll twice, take best
• 2d6 + your Skill VS their 2d6 roll + Skill.
• Combat, racing, arguing, detecting, etc Unaware target: Roll Under, +2 dmg
• 1,1 is a Fumble; a failure
Lightly Armored: -1 DMG 2 Slots
When you successfully use an Advanced Modestly: -2 DMG 4 Slots
Skill, put a Mark next to it. When you have Heavily: -3 DMG 6 Slots
time to reflect, you may Test up to 3 skills.
If you roll 2d6 over your Skill total, gain +1. DMG modifiers affect die roll, not damage.

To learn a new skill, find a mentor,


roll 2d6 under your Skill. Starts at 1.
CAST A SPELL
House Rule: Instead, 1d6 over/equal to skill. Requires one hand free + ability to speak.

1. Spend the Stamina cost


EQUIPMENT SLOTS 2. Roll Under. (different than ranged attacks)
13+ slots: -4 all rolls 3. Success: The spell happens
18+ slots: -4 rolls, hardly move, unaware Failure: Nothing happens.
Small: 1 slot unless it’s a LOT of them Fumble: Roll d66 on the OOPS! table
Large: 2 slots, require 2 hands

To retrieve an item from your pack in a


LUCK IS OPTIONAL
hurry, roll 2d6 over/equal the item number. Roll Skill when you DO something.
Success: Find it and take an action Roll Luck when things happens TO you.
Failure: Spend whole turn finding it
1. Roll 2d6 under/equal to current Luck.
You can quickly, carefully drop 1d6 things Success: reduce the consequences.
in a turn. 2d6 things if you’re reckless. Failure: you suffer the whim of Fate.
2. Reduce Luck by 1, no matter the result.
Character Generator & Turn Tracker
TECHNICALGRIMOIRE.COM/TROIKAGENERATOR Reference by David Schirduan and Slothbear.

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