Header Ads Widget

Ticker

6/recent/ticker-posts

Other World's Lo-Fi RPG: Troika! x 24XX System Conversion

* casts revive blog * 

I've been polishing my game recently, A Goon's Guide to the Galaxy (GGG), which is born out of the 24XX Jam (check it out, a lot of cool projects in there). GGG was originally a Tunnel Goon's hack, Galaxy Goons, which I was thinking of converting into Troika! earlier this year. But I think 2400's system fit my idea more of a modular but weird characters taking space ferries vs Troika!'s built-in personality and quality on each background option. So that settled that.

I do like both games, and I wanna be able to play both genre-busting space games. So why not have both? 

Below is a guide to convert Troika! characters into 24XX system, and vice versa. 

put them all together in a blender and have fun.
cover images are from respective games, used without permission.

- - - 

From Troika character to 24XX:

1. Take any Troika character background. Don't roll Stamina, Skill, nor Luck.
2. Convert Skill ratings as such: 
  • 1-2: d8 skill die
  • 3-4: d10
  • 5-6: d12 
    At table discretion, you can bump up the die rating of niche/specific skills one step higher. Spells are not considered niche skills. 
3. Possessions count as items, can be broken for defense or anything sensical.
4. Background info and specials expands what your characters can do during play.
5. Specials or spells that makes you spend or gain Luck/Stamina instead make you hindered or helped on relevant rolls instead. The bigger the amount the longer the effect lasts. 
6. Special or spell effects that need to Test Luck become a d6 skill die roll. Relevant skills may apply. 
7. Create rulings for anything not covered by these conversion rules. Discuss with the table if necessary. 


From 24XX Character to Troika!:

1. Create a 24XX character from your choice of game as normal. 
2. Then roll for Stamina, Skill, and Luck as a Troika! character.
3. For broad or general skills, convert skill die as such: 
  • d8 skill die = 1
  • d10 = 3
  • d12 = 5
4. For narrow/niche/specific skills, convert skill die as such: 
  • d8 = 2
  • d10 = 4
  • d12 = 6
4. Count anything expendable (items, traits/abilities that break) as possessions. 
5. All non-mechanical details become background info.
6. Any special qualities become specials. 
7. Effects that help or hinder rolls instead give +2 or -2 to rolls respectively. 
8. Create rulings for anything not covered by these conversion rules. Discuss with the table if necessary. 



Let me know if you think I missed something important, and how it worked for your games! 

Yorum Gönder

0 Yorumlar