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OOC: The hunt for the blue palace (Troika!/Yoon-Suin, full for now).
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<blockquote data-quote="Ancalagon" data-source="post: 7790992" data-attributes="member: 23"><p>I won't be able to post all the Troika! rules, but here are the basics:</p><p></p><p><strong>To do a skill check:</strong> Roll 2d6, roll equal or under your skill</p><p></p><p>To do a skill check you have an advanced skill in, add the rank to your skill. For example, if our lawyer (skill 5) is trying to convince someone politely (etiquette 2), he has to roll 7 or under on a 2d6.</p><p></p><p><strong>To do an opposed skill check (such as an attack)</strong>: You now want to roll high. Roll skill (+ advanced skill if any) + 2d6, vs the same for your opponent. Nothing happens on a tie, unless the player does a luck test to win the tie. Whoever wins the check hits the other - so it's possible for an attacker to end up being the one injured! This only applies in melee - ranged combat is much safer/smarter/cowardly.</p><p></p><p>For example, if our temple knight is hitting a gremlin, he would roll 2d6+4+1 (sword) vs the gremlin's 2d6+4.</p><p></p><p>If you roll a 12, mighty blow! do double damage. If <em>both</em> roll a 12, both weapons shatter!</p><p></p><p><strong>Casting a spell</strong>: It's a skill check. Each spell has a stamina cost, no matter if you pass or fail. If you roll 12, it's an OOPS and something bad/funny happens.</p><p></p><p><strong>To do a luck test: </strong> To avoid an effect like a spell, to break a tie, or to improve your damage roll by 2, roll equal or under your luck on 2d6. Every time you test your luck, it goes down by 1 (you can run out of luck!). However, it "heals" partially during a long rest.</p><p></p><p><strong>To heal: </strong> eating a provision heals 1d6 stamina (max 3/day), resting (8 ish hours sleep) heals 2d6. There are other forms of healing (potions, an afternoon at the bathouse...). The skill healing is used to stabilize dying people, identify and cure illnesses etc. Luck heals 2d6 per long rest (8 hours of sleep or similar rest).</p><p></p><p><strong>Armor</strong>: Skill with your weapon of choice, diplomacy, good running shoes and luck are your best bet. However armor and shield can help. Light, Modest and Heavy armor reduces the damage dice by 1, 2 or 3. A shield reduces it by another 1. The damage dice can't be reduced below 1.</p><p></p><p><strong>Damage: </strong>Roll 1d6 and compare to this handy chart: (you might want to copy the relevant line on your character sheet <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p><strong>Encumbrance: </strong> You can carry up to 12 items (a sword, a shield. Two handed weapons count for 2). Provision are kept in a side bag or something (ie it doesn't count, but don't go nuts folks). Armor takes 2 encumbrance per category (so 6 for heavy armor)... I guess this is why the party needs the porter <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p><strong>Initiative:</strong> The Troika! initiative system is <em>super cool</em> buuuut it won't work with play by post. So just post and I'll adjucate who goes first etc.</p><p></p><p><strong>Dying: </strong> If a character has zero Stamina or less, said character collapses. The other players have one round to do something about it, or the character dies. If you die... well a new character shows up shortly thereafter.</p><p></p><p></p><p>That's about it. There are more details, but if you know this, you can play Troika! @winginlbear , did I forget something important?</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7790992, member: 23"] I won't be able to post all the Troika! rules, but here are the basics: [B]To do a skill check:[/B] Roll 2d6, roll equal or under your skill To do a skill check you have an advanced skill in, add the rank to your skill. For example, if our lawyer (skill 5) is trying to convince someone politely (etiquette 2), he has to roll 7 or under on a 2d6. [B]To do an opposed skill check (such as an attack)[/B]: You now want to roll high. Roll skill (+ advanced skill if any) + 2d6, vs the same for your opponent. Nothing happens on a tie, unless the player does a luck test to win the tie. Whoever wins the check hits the other - so it's possible for an attacker to end up being the one injured! This only applies in melee - ranged combat is much safer/smarter/cowardly. For example, if our temple knight is hitting a gremlin, he would roll 2d6+4+1 (sword) vs the gremlin's 2d6+4. If you roll a 12, mighty blow! do double damage. If [I]both[/I] roll a 12, both weapons shatter! [B]Casting a spell[/B]: It's a skill check. Each spell has a stamina cost, no matter if you pass or fail. If you roll 12, it's an OOPS and something bad/funny happens. [B]To do a luck test: [/B] To avoid an effect like a spell, to break a tie, or to improve your damage roll by 2, roll equal or under your luck on 2d6. Every time you test your luck, it goes down by 1 (you can run out of luck!). However, it "heals" partially during a long rest. [B]To heal: [/B] eating a provision heals 1d6 stamina (max 3/day), resting (8 ish hours sleep) heals 2d6. There are other forms of healing (potions, an afternoon at the bathouse...). The skill healing is used to stabilize dying people, identify and cure illnesses etc. Luck heals 2d6 per long rest (8 hours of sleep or similar rest). [B]Armor[/B]: Skill with your weapon of choice, diplomacy, good running shoes and luck are your best bet. However armor and shield can help. Light, Modest and Heavy armor reduces the damage dice by 1, 2 or 3. A shield reduces it by another 1. The damage dice can't be reduced below 1. [B]Damage: [/B]Roll 1d6 and compare to this handy chart: (you might want to copy the relevant line on your character sheet :) ) [B]Encumbrance: [/B] You can carry up to 12 items (a sword, a shield. Two handed weapons count for 2). Provision are kept in a side bag or something (ie it doesn't count, but don't go nuts folks). Armor takes 2 encumbrance per category (so 6 for heavy armor)... I guess this is why the party needs the porter ;) [B]Initiative:[/B] The Troika! initiative system is [I]super cool[/I] buuuut it won't work with play by post. So just post and I'll adjucate who goes first etc. [B]Dying: [/B] If a character has zero Stamina or less, said character collapses. The other players have one round to do something about it, or the character dies. If you die... well a new character shows up shortly thereafter. That's about it. There are more details, but if you know this, you can play Troika! @winginlbear , did I forget something important? [/QUOTE]
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OOC: The hunt for the blue palace (Troika!/Yoon-Suin, full for now).
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