Troikaref PDF
Troikaref PDF
Troikaref PDF
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.