Troika! on the Borderlands
“There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begin as let us say, a ‘young’ one and progress upwards in the usual manner, steps being predetermined by the campaign referee.”
-Dave Arneson and Gary Gygax, Dungeons & Dragons
“Roll randomly to determine your starting Background. Notice that they only touch the edge of specificity: it is up to you to tailor them to the worlds you play in. Rework them or remove them entirely and replace them with your own unique vision of the spheres. Boldly lay claim to the games you play, create content recklessly, and always write in pen.”
-Daniel Sell, Troika! Numinous Edition
Backgrounds
Background description text from the 1981 Dungeons & Dragons Basic Set, edited by Tom Moldvay.
1. Fighter
“Fighters are humans who train for battle. It is their job to fight monsters and to protect the weaker members of a party. Great heroes such as Hercules were fighters.”
Skills
3 Fighting with melee weapon of choice
3 Fighting with ranged weapon of choice
2 Strength
2 Dodge
1 Climb
1 Swim
1 Run
1 Tactics
1 War Stories
Possessions
One-handed melee weapon of your choice and shield, or a two-handed melee weapon of your choice.
Bow or crossbow
Chain shirt (counts as moderate armor)
Special: Once per battle, a Fighter may test their luck to avoid a hit against them after damage has been rolled.
2. Magic-User
“Magic-users are humans who, through study and practice, have learned how to cast magic spells. Merlin the Magician was a famous magic-user.”
Skills
3 Spell - Random
2 Spell - Random
2 Spell - Random
2 Spell - Random
2 Second Sight
1 Spell - Random
1 Astrology
1 Dead Languages
Possessions
Outlandish or Scholarly outfit
Dagger
Crossbow
Book of Known Spells
Velvet Pouch holding a Crystal Ball (+2 Second Sight when held in both hands and meditated upon)
3. Cleric
“Clerics are humans who have dedicated themselves to the service of a god or goddess. They are trained in fighting and casting spells.”
-Tom Moldvay, Dungeons & Dragons Basic Set
Skills
2 Fighting with your symbolic weapon
2 Healing
2 Prostelytizing
2 Turn Undead
1 Spell chosen by your deity
1 Spell chosen by your deity
1 Secret Signs - Chaos Cults
1 Theology
Possessions
Membership in the cult of a particular deity of Law
A one-handed weapon symbolic of your deity, but fully functional
A holy symbol worn on a chain or lanyard. Counts as light armor when held
Vestments
Special: When encountering a creature anathema to the Laws of Life and Death, you may hold your holy symbol aloft in both hands and roll Turn Undead versus its Skill. If you succeed, it cowers and retreats from you for 1d6 x 10 minutes. On a success of double sixes, the abomination is banished, screaming, to Hell. If you fail, you may not attempt to turn this creature again.
4. Thief
“Thieves are humans who are trained in the arts of stealing and sneaking. They are the only characters who can open locks and find traps without using magic to do so. Due to these abilities, a thief is often found in a normal group of adventurers. As their name indicates, however, they do steal — sometimes from members of their own party.”
Skills
3 Sneak
2 Locks
2 Climb
2 Sling Fighting
1 Trapping
1 Knife Fighting
Possessions
Lockpicks
Sling & Slingstones
50’ Rope
Grappling Hook
Long Knife
1d6 Caltrops (Enemies test luck when running over them or take damage as a knife)
Vial of Powerful Solvent (1d3 uses)
Special: When you attack a completely unaware enemy, roll under Fighting with your current weapon at +2 Skill. If successful, inflict damage as 7+ automatically.
Weapon Damage: Sling
1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|---|---|---|---|---|---|
1 | 2 | 3 | 6 | 6 | 10 | 12 |
Author’s Note: The Thief skill list is basically lifted from the Burglar background in Troika, for obvious reasons. I got rid of Awareness because it isn’t the kind of thing I like to roll for. Slings are cool. The Grey Mouser uses one sometimes.
5. Dwarf
“Dwarves are short, stocky demi-humans about four feet tall. All dwarves have long beards. They weigh about 150 pounds. Their skin is earth-colored and their hair is dark brown, gray, or black. Stubborn but practical, dwarves love hearty meals and strong drink. They value good craftsmanship, and are very fond of gold.”
Skills
2 Corridor Fighting
2 Drinking
1 Sword fighting
1 Metalworking
1 Architecture
1 Mechanisms
1 Language - Stones
1 Climb
1 Evaluate
Possessions
Shortsword
Shield
Pickaxe
Wooden hammer
1d6 metal spikes
Sack of pulleys and levers
50-foot coil of rope
Special: Dwarves, being aggressively practical, possess built-in magic insulation. You must test your luck to benefit from a friendly magic spell, but may test your luck at +2 to resist any hostile magic effect
6. Elf
“Elves are slender, graceful demi-humans with delicate features and slightly pointed ears. They are 5 to 5 1/2 feet tall and weigh about 120 pounds. They can be dangerous opponents, able to fight with any weapon and use magic spells as well, but prefer to spend their time feasting and frolicking in wooded glades. They rarely visit the cities of men. Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted.”
Skills
2 Fighting with your chosen weapon
2 Etiquette
1 Spell - random
1 Spell - random
1 Dodge
1 Sneak
1 Tracking
1 Language - Trees
1 Language - Woodland Critters
Possessions
Weapon of your choice
Mythril Shirt (Counts as modest armor but only occupies a single inventory slot)
Pouch of 2d6 slices of Glade Bread (Each counts as a Provision).
Special: Elves are like magical lightning rods. Reduce the stamina cost for spells you cast by 1, to a minimum of 1. Whenever someone nearby is the target of a spell you didn’t cast, roll 2d6. On a roll of 2, the spell targets you instead.
7. Halfling
“Halflings are small, good-natured demi-humans averaging only 3 feet in height and weighing about 60 pounds. They are outgoing but not unusually brave, seeking treasure as a way of gaining the comforts of home which they so dearly love.”
Skills
3 Cooking
2 Sneak
2 Dodge
2 Singing
1 Bow Fighting
1 Herb-lore
1 Riddling
Possessions
Short Bow
Chef’s Knife
Frying Pan, big enough to be used as a shield.
Sack of Dried Mushrooms
Salted Butter in a Clay Jar
Pipe & Pouch of Pipeweed
Special: When one of your allies is about to test their luck, you may loan them yours. Reduce your current luck by 1-3. They gain the same number as a bonus to their luck for this test.
Author’s Note: I took luck-battery halflings from Dungeon Crawl Classics.