Troika Cheat Sheet
Rules
Damage
| Damage | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
|---|---|---|---|---|---|---|---|
| Small Beast | 2 | 2 | 3 | 3 | 4 | 5 | 6 |
| Modest Beast | 4 | 6 | 6 | 8 | 8 | 10 | 12 |
| Large Beast | 4 | 6 | 8 | 10 | 12 | 14 | 16 |
| Gigantic Beast | 4 | 8 | 12 | 12 | 16 | 18 | 24 |
Luck
#luck
Represents fortune and intuition
Testing luck costs 1 luck
Regain 2d6 for eight hours of rest
Combat
- Break a tie in your favor
- Add two to damage roll before you roll damage
Wrestling
Opposed Wrestling roll, winner can pull to ground or unarmed damage
Luck vs Death
- Optional test to not die
Healing
- 2d6 for eight hours of sleep
- 1d6 for a provision up to 3/day
Initiative
- Players get 2 tokens
- Henchmen get 1 token
- Resolve end-of, per-round effects like magic, drowning, fire, poison, bleeding
Casting Spells
- Spend stamina
- Roll Under or Roll Vs.
Fumbles roll on Oops! Table
Mighty Blow
On double 6s, do double damage by rolling twice and adding results
Fumble
Double ones opponent gets +1 damage