I've been playing around with a table of injuries for my campaign. I'm aiming here to create some sort of... not realism per say, but life-like lasting damage. In Troika! eating a ration heals stamina. While its not meant to be a super realistic system, that to me marks stamina as something other than just a health bar in a video game. I feel like stamina is more the will to continue, the ability to keep dodging blows and getting back up. I assume at lower stamina players have a bunch of cuts and bruises, perhaps- but all things that will naturally heal with rest and time. The table below then, is for when things get dicey...
When a player reaches 0 stamina, then, they get hit deeply. For every successful strike after 0 stamina, no damage is taken but the player rolls again on this table. There's still insta-death here, but there's also the chance of survival.. weighed against the possibility of becoming dead weight to the party, far from safety. All of the results below will naturally require graphic narration of the blood and guts, and it's also possible that if a player with even only a minor penalty incurred via, say, a -1 blow to the arm, could suffer further consequences if they overdo it with that limb. These are just a working table! I'll be playing with it, and perhaps updating it to reflect changes as I go. If you find the balance is out for you, please feel free to change it yourself or let me know how you find it!
D66 Table- Roll 2d6!
11. Head- A skull-splitting, life-ending strike!12. Head- A brutal connect that knocks you unconcious for 1d6 hours!
13. Head- The blow sends you reeling, leaving you dazed for 1d6 rounds (-3 penalty to all rolls)
14. Head- The blow sends you reeling, leaving you rattled for 1d6 rounds (-2 penalty to all rolls)
15.Head- The blow sends you reeling, leaving you sore for 1d6 rounds (-1 penalty to all rolls)
16. Head- The blow is harsh, but only superficial. No further ill-effect, except a gnarly scar.
21.Trunk- a cruel strike that knocks the life out of you! You have 1d6 rounds to be stabilised by magic or mundane healing, but even then you'll need serious medical attention to survive (save versus death every 1d3 minutes until you've recovered 2d6 stamina through magic or healing applications AND you're in positive Stamina. Even then, you're considered to be at 1 Stamina and pretty much disabled as far as physical activity goes for another 2d6 days)
22. Trunk- a severe wound is opened up, giving you -3 to all rolls. If this wound isn't patched up satisfactorily in 1d3 hours, or if you take another wound, it develops into entry 21- see above
23. Trunk - a nasty wound sets you on your rear- you are rattled and bloodied for 1d6 rounds, taking -3 to all rolls.
24. Trunk - a harsh wound knocks you aside, leaving you dazed and bloodied for 1d6 rounds, taking -2 to all rolls.
25. Trunk- a bad wound gives you reason to gasp, leaving you staggered and bloodied for 1d6 round, taking -1 to all rolls.
26. Trunk- the wound looks cruel, but it's largely superficial- gnarly scar for you!
31. R. Arm- deep wound or broken bone- this arm is either severed off clean or so badly damaged as to be useless and in need of amputation. The bloodloss is such that you could die if it's not looked at pretty swiftly.
32. R. Arm- deep wound or broken bone- the arm is useless for at least 1d6 days, and will have a -2 penalty for 1d6 weeks after that.
33. R. Arm- a rough blow numbs your arm, giving you -3 on rolls that need it for 1d6 rounds
34. R. Arm- a rough blow numbs your arm, giving you -2 on rolls that need it for 1d6 rounds
35. R. Arm- a rough blow numbs your arm, giving you -1 on rolls that need it for 1d6 rounds
36. R. Arm- a nasty, but superficial blow- you get a gnarly scar
41. L. Arm- deep wound or broken bone- this arm is either severed off clean or so badly damaged as to be useless and in need of amputation. The bloodloss is such that you could die if it's not looked at pretty swiftly.
42. L. Arm- deep wound or broken bone- the arm is useless for at least 1d6 days, and will have a -2 penalty for 1d6 weeks after that.
43. L. Arm- a rough blow numbs your arm, giving you -3 on rolls that need it for 1d6 rounds
44. L. Arm- a rough blow numbs your arm, giving you -2 on rolls that need it for 1d6 rounds
45. L. Arm- a rough blow numbs your arm, giving you -1 on rolls that need it for 1d6 rounds
46. L. Arm- a nasty, but superficial blow- you get a gnarly scar
51. R. Leg- deep wound or broken bone- this leg is either severed off clean or so badly damaged as to be useless and in need of amputation. The bloodloss is such that you could die if it's not looked at pretty swiftly.
52. R. Leg- deep wound or broken bone- the leg is useless for at least 1d6 days, and will have a -2 penalty for 1d6 weeks after that.
53. R. Leg- a rough blow numbs your leg, giving you -3 on rolls that need it for 1d6 rounds
54. R. Leg- a rough blow numbs your leg, giving you -2 on rolls that need it for 1d6 rounds
55. R. Leg- a rough blow numbs your leg, giving you -1 on rolls that need it for 1d6 rounds.
56. R. Leg- a nasty but superficial blow- you get a gnarly scar
61. L. Leg- Deep wound or broken bone- this leg is either severed off clean or so badly damaged as to be useless and in need of amputation. The bloodloss is such that you could die if it's not looked at pretty swiftly.
62. L. Leg- deep wound or broken bone- the leg is useless for at least 1d6 days, and will have a -2 penalty for 1d6 weeks after that.
63. L. Leg- a rough blow numbs your leg, giving you -3 on rolls that need it for 1d6 rounds
64. L. Leg- a rough blow numbs your leg, giving you -2 on rolls that need it for 1d6 rounds
65. L. Leg- a rough blow numbs your leg, giving you -1 on rolls that need it for 1d6 rounds.
66. L. Leg- a nasty but superficial blow- you get a gnarly scar