Troika! Crawl Classics
Been thinking a lot about Dungeon Crawl Classics recently and of course the thought of converting it to Troika! crossed my mind. So here is my attempt to model those amazing classes among the spheres. Again have to shout out Chris P. Wolf's OD&D Troika! backgrounds that undoubtedly informed some of what I did here.
Warrior
Skills
3 Melee Weapon
3 Ranged Weapon
3 Hand to hand
2 Strength
2 Mighty Deeds
1 Battlefield Surgery
1 Armor
1 Riding
1 Diplomacy
Possessions
Two weapons of choice
Medium armor
Journal
Charcoal
Bandages and knives for the mending of flesh
Special
Warriors add Mighty Deed tokens to the initiative stack. When a Deed Token is pulled a warrior may make an uncontested roll for any skill, adding their Mighty Deed level to the Total Skill and if applicable resulting Damage Matrix roll.
Wizard
Skills
2 Spell
2 Spell
2 Spell
2 Scholarly Pursuits
1 Magical Crafting
1 Invoke Patron
1 History
1 Read Magic
Possessions
Staff
Bizarre robes
Spellbook
Patron icon
Special
A wizard may invoke the patron that grants them their power. A successful Invoke Patron test will result in the Patron offering aid to the wizard in exchange for some price later on down the road. Each successful invocation reduces a wizard's total luck by 1 point.
Wizards may also burn Stamina and Luck to increase their Total Skill for an attempted spell.
Thief
Skills
2 Hide in Shadows
2 Climb
2 Pick Locks
2 Listen at Doors \
2 Dagger
2 Crossbow
1 Disguise
1 Thief Cant
1 Flattery
Possessions
Skulking clothes
Dagger
Crossbow
Blackjack
Lockpicks
Perfume
100' of rope with a grapple
Out of date pardon from the local lord
Special
When backstabbing make an uncontested Fighting roll wit Hide in Shadows added to Total Skill. Multiply the resulting damage by the level of Hide in Shadows.
Cleric
Skills
2 Weapon
2 Liturgy
2 Turn Unholy
1 Lay on Hands
1 Alms Seeking
1 Debate
1 Holy Spell
1 Holy Spell
Equipment
Ordained member of chosen holy cult
Preferred weapon of cult
Holy symbol
Alms bowl
Book of Lost Places
Special
A cleric may heal by laying their hands on another. Each level of Lay on Hands grants a 1d6 of stamina recovery to the recipient.
Clerics may also turn creatures unholy to their faith. If successful on a Turn Unholy roll the creature flees. Double sixes banishes it from the realm. Groups of like creatures give a -1 to the roll per creature present.
Whenever a Cleric fails a roll related to their faith they lose a point of Luck, if ever a Cleric hits 0 Luck when attempting to invoke their faith they are stricken to the ground, removed of their powers, and marked as sinful to their faith. A week of preaching, alms collecting, and otherwise contributing to the work of their god will restore their powers.
Dwarf
Skills
2 Pick Fighting
2 Shield Bash
2 Mining
1 Magical Resistance
1 Architecture
1 Travel Games
1 Mighty Deed
Possessions
Military/Mining Pick
Spiked shield
Wooden box with travel games
Abacus
Stone armor as heavy armor
Special
Dwarves have an uncanny sense for when treasure is nearby. When they are within 100' of treasure have them Test Their Luck. On a fail they know treasure is around but are unable to find it. On a success they can pinpoint where it is to a 5' area.
Elf
Skills
3 Swimming
2 Speak with Nature
2 Hunting
2 Instrument
1 Fae Contracts
1 Melee Weapon
1 Melee Weapon
1 Ranged Weapon
1 Spell
1 Spell
1 Spell
1 Spell
Possessions
Two melee weapons of choice
One ranged weapon of choice
Two dozen magical fruit tree seeds
Wood armor as light armor
Musical Instrument of choice
Special
Elves do not have a patron like Wizards do and therefore can not invoke them. However Elves get double the bonus from spellburn. 1 Stamina point burnt becomes a +2!
Elves can also turn into any creature of a biome where one of their personal magical fruit trees are planted. These trees grow regardless of conditions.
Halfling
Skills
2 Throwing
2 Knapping
2 Cooking
2 Mediation
1 Pathfinding
1 Cudgel
1 Tinkering
Possessions
A big ol' frying pan or rolling pin
Bag of sharp stones
Utensils
Pots and pans
Tinkering gear
Special
Halflings may take apart junk to try and make something useful out of it by tinkering. They need a few items and time but a successful Tinkering test will produce a new item. Each time the item is used, whoever is using it must test their luck. On a success it can be used again, and on a fail it breaks in some marvelous way.
Halflings can also burn their Luck to give to an ally.
Halflings also restore 1d6 Luck alongside Stamina when eating a provision.