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Troika Screen

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Melee Weapons

Damage Roll 1 2 3 4 5 6 7+ Random Item


Sword 4 6 6 6 6 8 10
d36 Items Found (p 56 & 57)
Axe 2 2 6 6 8 10 12
11 A Set of Astrological Equipment
Knife 2 2 2 2 4 8 10
12 A Bale Hook
Staff 2 4 4 4 4 6 8
13 A Copy of The Blue Star Maps of Corda
Hammer # 1 2 4 6 8 10 12
Spear 4 4 6 6 8 8 10 14 An Epopt’s Staff
Longsword 4 6 8 8 10 12 14 15 A Fusil
Mace # 2 4 4 6 6 8 10 16 A pair of Knuckle Dice
Polearm *# 2 4 4 8 12 14 18 21 A Pistolet
Maul *# 1 2 3 6 12 13 14 22 A Plasmic Core
Greatsword * 2 4 8 10 12 14 18 23 A Pocket Barometer
Club 1 1 2 3 6 8 10 24 A Pocket God
Unarmed 1 1 1 2 2 3 4 25 A Pair of Ruby Lorgnettes
Shield 2 2 2 4 4 6 8 26 A Serving of Salt
Ranged Weapons 31 A Weapon or Item made of Silver

Damage Roll 1 2 3 4 5 6 7+ 32 A Tea Set


Fusil *# 2 4 4 6 12 18 24 33 A [Pick the Type of Jewelry] Velare
Bow * 2 4 5 8 8 10 12 34 A Witch-Hair Rope
Crossbow * 4 4 6 8 8 8 10 35 A Yoke
Pistolet # 2 2 4 4 6 12 16 36 An Item that Gives +1 to associated rolls.

Beastly Weapons
Damage Roll 1 2 3 4 5 6 7+
Small Beast 2 2 3 3 4 5 6 * indicates a
at least
Weapon that requires
two hands to use
Modest Beast 4 6 6 8 8 10 12
# indicates a Weapon that ignores
Large Beast # 4 6 8 10 12 14 16 1 point of Armour
Gigantic Beast # 4 8 12 12 16 18 24
The OOPS! Table
d66 The OOPS! Effects

11 There is a flash followed by a shriek — the wizard is now a pig.


Twenty-five years of the wizard’s life drop away in an instant, possibly making them a very small child. If the wizard is younger than that
12 they disappear into cosmic pre-birth.
13 A shoal of herring and the water they previously swam in appear above the wizard, soaking everyone.

14 The wizard no longer speaks any known tongue, instead favouring a slightly unpleasant language made up of shrieks and mumbles.

15 The most feared of adolescent academy curses: hiccups! Until dispelled the wizard suffers a -4 penalty to casting.

16 The wizard grows a beautiful tail. If removed it doesn’t grow back.

21 All currency in the wizard’s possession turns into beautiful butterflies that flap off into the sky.

22 A very surprised orc appears.

23 The wizard catches the Red Eye Curse. Whenever they open their eyes fire shoots out at random as per Fire Bolt (p 61).

24 All shoes in the vicinity catch fire.

25 The wizard grows a small pair of horns.

26 All of the wizard’s body hair falls out with an audible “fuff!”

31 All Weapons in the vicinity turn into flowers.

32 The wizard’s old face melts off and reveals a handsome new one.

33 The wizard disappears in a puff of smoke, never to be seen again.


The wizard’s hands find a mind of their own and take a severe disliking to the tyranny of control. They set about choking the wizard, only to lapse
34 back into servitude as soon as they pass out.
An overflow of plasmic fluid rushes into the wizard’s head which expands to the size of a pumpkin. If the wizard is struck for 5+ Damage in one go
35 they must Test their Luck or their head explodes, killing them and dealing 2d6 Damage to anyone standing nearby.
A sickness overcomes the wizard, causing them to cough up a thick black fluid. The fluid flows away as though in a hurry to be somewhere.
36 The wizard will soon hear rumours and suffer accusations due to the workings of a sinister doppelgänger.
The OOPS! Table
d66 The OOPS! Effects

41 Everyone in the vicinity turns into a pig except the wizard.

42 All animals in the vicinity are brought back to life. This includes Provisions and leather, which will crawl and flap about blindly.

43 All vegetation within a mile withers and dies.


A pool of colour opens up under the wizard, sucking them and any other unlucky nearby souls into its depths. They will be whisked off to a random
44 sphere of existence.
45 All exposed liquid within 12 metres turns into curdling milk.
A random spectator’s bones mysteriously disappear. Even more mysteriously, they don’t seem overly put out by it. They can’t fight or cast Spells and
46 can only very slowly ooze about as a gelatinous blob of flesh, but they’re generally unphased. After 1d6 hours the bones pop back into place from
wherever they went.
51 An inanimate object in the wizard’s possession gains sentience and a voice. Its attitude is up to the GM to decide.

52 A portal is opened to a paradigmatic battleground, allowing an angelic or demonic figure to pop through.

53 The wizard flies off in a random direction at great speed, landing 50 metres away (or falling back down to earth, as it may be).

54 The wizard suffers a coughing fit for 1d6 Turns after which 1d6 gremlins tumble out of their mouth and start biting people’s faces.
The wizard instantly grows an enormous shaggy beard. It tumbles down to the floor and gets in the way. The wizard suffers a -2 penalty to everything
55 until they tame that magnificent beast.
26 The wizard becomes 20 years old. Today is their new birthday and they will feel terrible if no one notices.

61 A calm and healthy pig appears in place of the Spell.

62 The wizard’s teeth all fall out. The sudden loss causes them to suffer a -4 penalty to casting. After an hour a fresh set grows in.

63 A different, random Spell goes off, directed at the same target.

64 The wizard is cursed with curses. They are unable to speak without swearing and are unable to cast magic for 1d6 hours.

65 The wizard sneezes mightily, knocking over all in front of them and dealing 1d6 Damage unless they successfully Test their Luck.

66 The Spell being cast won’t stop. It goes completely haywire, out of control, firing off madly until the wizard is subdued.
Add notes about what marbles
count as here: Random Spells
d66 Spell Name d66 Spell Name
• each Player
• the Enemies 11 Assassin’s Dagger (p 58) 41 Grow (p 62)
• End of Round 12 Animate (p 58) 42 Hurricane (p 62)
13 Affix (p 58) 43 Helping Hands (p 62)
Preferably on a notecard that
you’ve clipped on here 14 Assume Shape (p 58) 44 Illusion (p 62)
instead of writing directly 15 Befuddle (p 59) 45 Invisibility (p 62)
on this screen and
16 Breach (p 59) 46 Jolt (p 62)
altering it forever!
21 Cone of Air (p 60) 51 Light (p 63)
22 Banish Spirit (p 59) 52 Lock (p 63)
Why Are Dice?
23 Ember (p 60) 53 Languages (p 63)
Die Notation What It Means
24 Cockroach (p 59) 54 Levitate (p 63)
Roll a d6:
d3 • If the result is 3 or less, keep it. 25 Darksee (p 60) 55 Sentry (p 66)
• If the result is 4 or more,
subtract 3 from it, then keep it. 26 Diminish (p 60) 56 Shatter (p 66)
31 Earthquake (p 60) 61 Sleep (p 66)
Roll a d3, multiply it by 10,
d36 32 Fear (p 61) 62 Thunder (p 67)
then roll another d6.
33 Fire Bolt (p 61) 63 Tongue Twister (p 67)
Roll a d6, multiply it by 10, 34 Flash (p 61) 64 Undo (p 69)
d66
then roll another d6 35 Farseeing (p 61) 65 Ward (p 69)
36 Find (p 61) 66 Wall of Power (p 69)

Spell Damage
Damage Roll 1 2 3 4 5 6 7+
Jolt 2 2 3 3 5 7 9
A Very PRøDUCTS & PLäCEMENTS Troika Game Master Fire Bolt 3 3 5 7 9 12 12
Screen is an independent production by
Christopher W. Reynolds and NinjaHELL! Productions. Dragon-Fire 6 8 12 16 18 24 36
It is not affiliated with the Melsonian Arts Council.

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