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City of Jerry vs Troika!

Compare City of Jerry and Troika! side by side. See differences in complexity, dice, genre, and more.

City of JerryTroika!
GenreModernFantasy, Sci-Fi
TagsComedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-LightRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
Core MechanicWhen an outcome is uncertain, roll a d12 and add the relevant Heal or Harm stat. Read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result.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.
Diced122d6
ComplexityLowVery Low
AvailabilityPaidFree core rules
RunnabilityBook tools not listed2 of 5 book tools
LicenseMade for Mischief Third-Party LicenseOpen (Troika! SRD)
Third-Party PublishingCommercial publishing allowed — Made for Mischief Third-Party LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherDrimbusMelsonian Arts Council
Year20262019
LanguagesEnglishEnglish
Best ForGroups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.
HighlightsChallenges, combats, and conversations all run on the same Conflict framework, so a group learns one procedure for every kind of scene. When every die in a multi-die roll shows the same number, the Twist table adds an unexpected complication or benefit. Five Roles each supply a curated set of Abilities and Traumas, so every Agent has a distinct toolkit for helping allies and harming threats.Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
ConsiderationsEvery Agent works for Immunity, so a campaign built around a different premise needs reskinning. The first Wound adds -1 to rolls, the second adds -1d12, and a third leaves an Agent Dying and triggers a Death Roll. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master.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