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Arrhenius vs Troika!

Compare Arrhenius and Troika! side by side. See differences in complexity, dice, genre, cost, and more.

ArrheniusTroika!
GenreScifi, Post-ApocalypticFantasy, Scifi
Play StyleTactical, Survival, Resource Management, Inventory Management, Character Building, Classless, Crunchy, GM-FriendlyRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
Core MechanicFor skill checks, roll a d20 and add the two relevant Talents plus the applicable Education score. A total of 21 or higher succeeds. Before a non-damage d20 roll, Luck Points can add +1 each to its bonus.Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test.
Diced202d6
ComplexityHighVery Low
AccessibilityHighVery High
RunnabilityVery HighLow
LicenseAll Rights ReservedOpen (Troika! SRD)
Cost$Free
PublisherDungeonteller, LLCMelsonian Arts Council
Year20252019
Best ForGroups who want a survival-focused science-fiction campaign where characters cross frozen ruins, manage limited equipment, and resolve fights on a tactical grid.Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.
HighlightsFrost Points turn prolonged exposure to subzero conditions into resilience checks, so shelter and protective gear shape expeditions. The optional Tuning Session assigns Talent scores through a short character-memory scenario, tying early choices to the resulting build. Combat uses a 2-meter grid with optional Perks that award attack bonuses for flanking or high ground.Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
ConsiderationsExposure to subzero temperatures triggers a Resilience check every 20 minutes of real table time and failure costs one Frost Point. Broad equipment archetypes rely on the Dungeonteller to define the specific items characters encounter. Combat resolves each attack through opposed rolls before damage is rolled.Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth