Troika: Solo RPG Adaptation
Solo Troika!
(Everything below is self‑contained; just add the core Troika! rules. Please buy the book and supplements - they're truly amazing)
Quick Nav
- Framing a Scene
- Yes/No Oracle
- Action & Theme Oracle
- NPC Disposition
- Twist Oracle
- Conflict Oracle
- Who Appears — People
- Who Appears — Groups
- Example of Play
Framing a Scene
Ask three default questions and consult oracles as noted:
Question | Default Oracle |
---|---|
Where am I? | Action & Theme (location seed) |
Who is here? | Who Appears — People or Groups |
What is going on? | Re‑roll Action & Theme or pose a Yes/No question to the Yes/No Oracle |
Use additional/other questions whenever it feels right.
Core Solo Loop (4 steps)
- Frame a scene with the three questions above.
- Interact — resolve tests per Troika! When unsure, consult the Yes/No Oracle.
- Advance clocks — tick Story, Menace, Goal; a track at 6 triggers its payoff and resets.
- End scene — mark Skill ✓ ticks used, refresh 2 Luck if restful. (Draw initiative tokens as normal; draw two “end‑of‑round” tokens in a row → roll on the Twist Oracle.)
Oracles
Yes/No Oracle
2d6 (after any modifier; minimum 2, maximum 12)
Roll | Outcome | Typical modifier |
---|---|---|
2 | No, and | |
3‑4 | No, but | –2 very unlikely |
5‑6 | No | –1 unlikely |
7‑8 | Yes | 0 50 ⁄ 50 |
9‑10 | Yes, but | +1 likely |
11‑12 | Yes, and | +2 very likely |
Action & Theme Oracle
Roll two differently coloured d6; read first die as tens.
d66 | Action | d66 | Theme |
---|---|---|---|
11 | Betray | 11 | Wealth |
12 | Travel | 12 | Memory |
13 | Discover | 13 | Knowledge |
14 | Steal | 14 | Faith |
15 | Protect | 15 | Nature |
16 | Pursue | 16 | Destiny |
21 | Negotiate | 21 | War |
22 | Defend | 22 | Secrets |
23 | Seek | 23 | Time |
24 | Escalate | 24 | Chaos |
25 | Reveal | 25 | Dreams |
26 | Exchange | 26 | Technology |
31 | Explore | 31 | Love |
32 | Conceal | 32 | Death |
33 | Rescue | 33 | Power |
34 | Complicate | 34 | Justice |
35 | Summon | 35 | Illusion |
36 | Observe | 36 | Trade |
41 | Construct | 41 | Silence |
42 | Destroy | 42 | Ancestry |
43 | Investigate | 43 | Freedom |
44 | Evade | 44 | Corruption |
45 | Aid | 45 | Harmony |
46 | Capture | 46 | Revolution |
51 | Inform | 51 | Mystery |
52 | Sabotage | 52 | Storms |
53 | Escort | 53 | Shadows |
54 | Challenge | 54 | Ruins |
55 | Escape | 55 | Sacrifice |
56 | Bind | 56 | Celebration |
61 | Transcend | 61 | Cosmos |
62 | Fuse | 62 | Mutation |
63 | Question | 63 | Pride |
64 | Divide | 64 | Hunger |
65 | Fortify | 65 | Prophecy |
66 | Transform | 66 | Balance |
NPC Disposition
d6 — 1 Hostile · 2‑3 Wary · 4 Neutral · 5 Helpful · 6 Friendly
Twist Oracle
1 New NPC · 2 Menace advances · 3 Flashback · 4 Chase begins · 5 Goal complication · 6 Gain a boon
Conflict Oracle
Roll d66 when you need an obstacle; stats use Troika’s Skill / Stamina / Init‑dice shorthand.
d66 | Opponent | Motivation | Clue if roll 11 + |
---|---|---|---|
11 | Local Brute 7/9/2 | Fear | Stolen trinket |
12 | Watch Captain 8/10/2 | Duty | Secret patrol map |
13 | Guild Thief 7/7/3 | Greed | Note naming buyer |
14 | Itinerant Knight 9/12/3 | Honor | Broken banner |
15 | Street Prophet 6/6/1 | Revelation | Scrawled omen |
16 | Vermin Swarm 5/10/3 | Hunger | Gnawed bones |
21 | Cunning Sorcerer 10/12/3 | Power | Arcane sigil |
22 | Mirror Doppelgänger — | Identity | Cryptic diary |
23 | Mercenary Band 8/14/4 | Profit | Signed contract |
24 | Sky Pirates 8/12/4 | Adventure | Stolen manifest |
25 | Bureaucrat Inspector 5/8/1 | Order | Sealed decree |
26 | Wandering Scholar 6/6/2 | Knowledge | Unfinished thesis |
31 | Runaway Automaton 9/11/3 | Freedom | Clockwork key |
32 | Cult Zealot 7/9/2 | Faith | Bloodied altar |
33 | Vengeful Spirit 8/—/— | Revenge | Personal keepsake |
34 | Desert Wyrm 11/20/4 | Territory | Shed scale |
35 | Bog Witch 8/10/2 | Bargain | Rare herb list |
36 | Bird‑head Courier 6/5/1 | Duty | Royal letter |
41 | Crystal Swarm 9/15/3 | Consumption | Prism shard |
42 | Forest Ent 10/18/2 | Preservation | Withered shoot |
43 | Time‑lost Soldier 8/10/3 | Return home | Antique medal |
44 | Masked Assassin 9/7/3 | Contract | Black coin |
45 | Sea Leviathan 12/24/4 | Instinct | Ancient tooth |
46 | Carnival Trickster 6/8/3 | Chaos | Marked card |
51 | Cosmic Paradox 12/∞/4 | Entropy | Reality fissure |
52 | Mutation Plague — | Spread | Strange rash |
53 | Rogue Fae Court 10/12/3 | Mischief | Iron arrow |
54 | Noble Rival 8/9/2 | Prestige | Gala invite |
55 | Star‑Faring Trader 7/8/1 | Trade | Exotic voucher |
56 | Dreaming Colossus 11/30/1 | Awakening | Tremor sign |
61 | Living Library 9/— | Preservation | Forbidden tome |
62 | Shadow Consortium 9/12/3 | Control | Debt ledger |
63 | Void‑Cult Prophet 10/10/2 | Ascension | Shattered idol |
64 | Dragonling Runaway 7/14/3 | Survival | Broken shackle |
65 | Iron Revolutionaries 8/11/4 | Liberation | Radical pamphlet |
66 | Reality‑Storm — | Random | Crackling crystal |
Who Appears — People
Roll once on each table (d66 unless noted).
A) Role / Archetype
11 Scholar 12 Beggar 13 Noble 14 Priest 15 Mercenary 16 Alchemist 21 Sailor 22 Spy 23 Caravan Guard 24 Beast‑Tamer 25 Scribe 26 Gambler 31 Herbalist 32 Street Urchin 33 Mystic 34 Artist 35 Engineer 36 Hunter 41 Grave‑Robber 42 Bard 43 Duelist 44 Courier 45 Smuggler 46 Astrologer 51 Miner 52 Shepherd 53 Innkeeper 54 Pilgrim 55 Cartographer 56 Tinkerer 61 Fortune‑Teller 62 Exile 63 Librarian 64 Gladiator 65 Inventor 66 Diplomat
B) Quirk / Trait
11 Absent‑minded 12 One‑eyed 13 Booming laugh 14 Nervous twitch 15 Scarred 16 Regal posture 21 Glitter‑dusted 22 Constantly coughing 23 Smells of ozone 24 Speaks in rhyme 25 Skeptical 26 Hums tunes 31 Iron prosthetic 32 Luminous tattoo 33 Always chewing 34 Haunted eyes 35 Immaculate attire 36 Ink‑stained fingers 41 Echoing voice 42 Carrying lantern 43 Missing shadow 44 Over‑polite 45 Weather‑beaten 46 Smells of roses 51 Phases in & out 52 Monotone 53 Chain smoker 54 Juggles objects 55 Talks to self 56 Covered in runes 61 Distracted by clocks 62 Trembling hands 63 Rainbow hair 64 Wears mask 65 Radiates warmth 66 Unsure of age
C) Immediate Objective
11 Deliver message 12 Escape pursuit 13 Find cure 14 Recover debt 15 Hire aid 16 Uncover secret 21 Sabotage rival 22 Acquire map 23 Sell wares 24 Impress authority 25 Steal relic 26 Recruit allies 31 Bury item 32 Perform rite 33 Prove innocence 34 Obtain blessing 35 Test invention 36 Translate text 41 Protect child 42 Break curse 43 Win wager 44 Hide evidence 45 Avenge wrong 46 Win duel 51 Pose model 52 Record story 53 Buy rare book 54 Rescue pet 55 Secure passage 56 Avoid prophecy 61 Arrange duel 62 Clear name 63 Decode dream 64 Take oath 65 Offer warning 66 Mediate dispute
Who Appears — Groups & Factions
Group Type (d66) 11 Trading Caravan 12 Street Gang 13 Pilgrim Band 14 Arcane Cabal 15 Highway Patrol 16 Circus Troupe 21 Desert Nomads 22 Sewer Cult 23 Sky Sailors 24 Mining Syndicate 25 Academic Lodge 26 Beast‑Hunters 31 Rebellion Cell 32 Royal Envoys 33 Clockwork Union 34 Grave‑Diggers Guild 35 Theatre Company 36 Plague Wardens 41 Fog‑Runners 42 Herbal Circle 43 Masked Vigilantes 44 Dragon‑Tamers 45 Dream Researchers 46 Tax Collectors 51 Elemental Choir 52 Portal Rangers 53 Night Watch 54 Storm Prophets 55 Coral Knights 56 Shadow Brokers 61 Star Pilgrims 62 Fungal Commune 63 Bone‑Collectors 64 Iron Legion 65 Mirror Society 66 Cosmic Gardeners
Group Mood (d6) — 1 Aggressive · 2 Suspicious · 3 Tense · 4 Neutral · 5 Hopeful · 6 Welcoming
Group Size (d6) — 1 1‑2 · 2 3‑5 · 3 6‑10 · 4 11‑20 · 5 21‑50 · 6 51 +
Combine all three rolls to sketch any crowd or faction.
Clocks & Advancement (house rule)
Story / Menace / Goal tracks are 6‑box rows: □ □ □ □ □ □. Add a tick when a trigger fires; when the sixth box is filled, resolve that track’s payoff (big plot beat, threat strike, or goal achieved), then clear it.
Skill ✓ ticks & Getting Better follow Troika! RAW; completing a Goal clock gives one immediate extra advancement roll.
Example of Play
Setup • Background: Lonesome Monarch of the Slug Fields (from Troika!). • Goal clock: “Reclaim the Slug‑Throne.” • Build initiative bag (2 PC dice, 1 end‑of‑round token).
Scene 1 – Framing
Question | Roll | Result | Interpretation |
---|---|---|---|
Where am I? | Action & Theme → 24 (Escalate) / 31 (Love) | “Escalating Shrine of Love” | A crumbling chapel aglow with pulsating heart‑runes up a steep cliff. |
Who is here? | Who Appears People (Role 23 Caravan Guard, Trait 14 Nervous twitch, Objective 12 Escape pursuit) | Jittery guard fleeing pursuers. | |
What is going on? | Yes/No Oracle: “Is the guard wounded?” 50/50 → roll 9 (Yes, but) | Yes, but not fatally. They clutch a scorched satchel. |
Play The Monarch offers aid (Skill Etiquette 8). Test succeeds → mark ✓ on Etiquette. The guard begs escort to a hidden path.
Menace tick? None. Story tick? Scene will end soon, so not yet.
Twist
Initiative: PC die, then end‑of‑round, then end‑of‑round twice in a row. Roll Twist Oracle → 2 (Menace advances). Tick Menace to 1 / 6.
Scene End
– Tick Story to 1 / 6. – Guard’s satchel yields a clue toward the Slug‑Throne → tick Goal to 1 / 6. – Refresh 2 Luck.
Result: next scene starts on the perilous cliff path, Menace simmering, Goal inching forward, and Etiquette ready to improve when Getting Better occurs.
Repeat the loop: frame Scene 2, ask oracles, tick clocks, and let the spheres unfold!