Showing posts with label Random Tables. Show all posts
Showing posts with label Random Tables. Show all posts

Tuesday, July 26, 2016

What's Stealing all the Corpses From the Graveyard (a random table for Old School Fantasy Games)

1d10
  1. A furious widow swore her adulterous husband would never rest in peace. A botched curse keeps the dead awake. They aren't being stolen, they are wandering the countryside in search of some grave that will grant them sleep.
  2. A sentient swarm of tunneling black beetles has devoured the corpses, one by one, consuming bones and all. A recent bout of plague has given them plenty of fresh meat to feed upon... and they've developed a taste for it.
  3. An adventuring party has tracked down the burial place of a famous bandit who late in life decided to go straight. Rumor has it that the only clue to the whereabouts of his equally famous treasure was buried with him, but they aren't sure in which grave he was buried.
  4. The land is a meeting point between two dimensions. Any creature, man or animal, living or dead, that spends two consecutive nights in the graveyard wakes up Elsewhere. Until recently, graves were not left open long enough for anyone to notice.
  5. Kharus, the servant of death, has made a terrible mistake and crossed over someone whose time had not come. Unfortunately, he can't remember who it was.
  6. The bodies are being stolen and sold to masked men who are members of a secret society. The grave keeper takes their money, even believing they are part of some dark cult practicing vile necromancy. In actuality, they are a society of debutantes, aristocrats, and rich provocateurs. The stolen corpses are for a transgressive art display on the futility of reverence.
  7. The grave digger is syphilitic, the condition having gone to his brain. He's gone slowly mad, stealing the corpses and stripping them of their flesh. What's left of the remains are beneath his cellar, the bones splintered and tied together into morbid trophies and decorations. When he's alone at night he sings to them. Sometimes, they sing back.
  8. An unseelie fey is playing a trick on the local townsfolk. They steal one corpse each night and whisk it off and add it to their own, private, mock court. If caught, the fey will be haughty and indignant and play the whole thing off as a bit of mischief, but in reality it is deeply lonely. The fey has been exiled from the unseelie court. The stolen corpses are both an attempt to build a court of their own so they feel more at home, and to get someone from the village to notice them without actually having to make themselves known. It will return the corpses and stop disturbing the dead if the players manage to befriend it. 
  9. A kind, elderly man in the village is secretly an alchemist. He has been stealing the corpses and using them in research, creating tonics from the bones. He's searching for a cure for his daughter, who is overcome with a mysterious disease that resists both normal and magical cures. However, through experimentation he's worked out that the more fresh the remains, the more effective the potions. Unfortunately, the graveyard does not have the fresh corpses he needs. Yet.
  10. The graveyard has become a feeding ground for a troll that dwells in a nearby cave. Through some strange mutation or curse, it is in constant pain that is nearly crippling in sunlight. Unusually clever, for a troll, it has discovered that for whatever reason consuming bones helps to alleviate its pain. It won't hazard to bother the nearby village so long as there are corpses to consume, but when they run out...

Wednesday, April 13, 2016

Random Starting Equipment for B/x (or Other Old School Fantasy Games)

Unnecessary Background (Feel free to skip to the good stuff)

I'm going to be doing a weekly OSR actual play series on youtube/twitch through roll20. Roll20 has some great features for automating certain things, and we wound up throwing together character generation macros so you can roll up 3 sets of stats at once and pick your poison. In that spirit, I decided to make a random starting gear table for it as well, so players can dive right in without going shopping if they like. The following works on our current (ever so slightly tweaked) B/x rules. You can also download it as a handy reference pdf.

Random Starting Gear for..

Clerics (3d6)

3club, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, d6 GP
4club, shield, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, wooden holy symbol, d6 GP
5mace, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, 5 GP
6quarter-staff, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 12 iron spikes, wooden holy symbol, 3 stakes & mallet, steel mirror, 2d6 GP
7chain armor, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, 2 small sacks, 2d6 GP
8chain armor, shield, mace, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, wooden holy symbol, 2 small sacks, 2d6 GP
9chain armor, shield, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, 2 small sacks, 3 stakes & mallet, steel mirror, 2d6 GP
10plate armor, shield, mace, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, wooden holy symbol, 2d6 GP
11plate armor, shield, war hammer, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, wooden holy symbol, small sack, d6 GP
12plate armor, quarter-staff, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, silver holy symbol, d6 GP
13club, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wolfsbane, holy water, wooden holy symbol, scroll, 2d6 GP
14plate armor, shield, mace, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, silver holy symbol, 2d6 GP
15leather armor, mace, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, random divine scroll, 2 flasks oil, 1 GP
16plate armor, shield, war hammer, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, silver holy symbol, 3 stakes & mallet, steel mirror, 12 GP
17chain armor, war hammer, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, wooden holy symbol, divine scroll, 10 GP
18plate armor, shield, mace, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, silver holy symbol, vial holy water, 12 iron spikes, 3 stakes & mallet, small sack, healing potion, 10 GP

Fighters

3polearm, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4club, dagger, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
5leather armor, mace, shield, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
6leather armor, battle axe, hand axe, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7chain armor, spear, shield, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
8chain armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
9chain armor, sword, light crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
10plate armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
11plate armor, two-handed sword, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 flasks oil, 2d6 GP
12plate armor, shield, sword, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
13plate armor, warhammer, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, small sack, 2d6 GP
14plate armor, shield, sword, crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, d6 GP
15plate armor, polearm, shield, short sword, dagger, light crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 5 flasks oil, 3d6 GP
16plate armor, two-handed sword, short sword, dagger, long bow, quiver of 20 arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2 small sacks, 3d6 GP
17plate armor, polearm, dagger, long bow, quiver of 20 arrows, 2 silver tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 3d6 GP
18plate armor, shield, sword, 2 daggers, light crossbow, case with 30 quarrels, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6 GP

Magic Users (3d6)


3dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
4staff, 2 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 2 flasks oil, 50' rope, 2d6 GP
5dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6 GP
6staff, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, vial of holy water, 2d6 GP
72 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole 5 flasks of oil, silver mirror, belladona, 2d6 GP
8staff, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 vials holy water, d6 GP
93 daggers, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, vial of holy water, 5d6 GP
10dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 vials holy water, 6d6 GP
11dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6*10 GP
12staff, dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 2d6*10 GP
13dagger, 6 torches, backpack, waterskin, 1 week iron rations, arcane scroll, 10' pole, 4 GP
142 daggers, 6 torches, backpack, waterskin, 1 week iron rations, arcane scroll, 50' rope, 2d6 GP
15dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, arcane scroll, 10' pole, d6 GP
16staff, dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, arcane scroll, 50' rope, 4d6 GP
17silver dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, arcane scroll, 10' pole, 5d6 GP
18staff, silver dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, arcane scroll, 50' rope, 2d6*10 GP

Thieves(3d6)


3club, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4club, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2 small sacks, d6 GP
5club, dagger, sling, pouch with 20 sling bullets, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2d6 GP
6sword, dagger, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7cudgel, light crossbow, case with 30 quarrels, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 small sacks, 2d6 GP
8sword, light crossbow, case of 30 quarrels, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 1 bag caltrops, 10' pole, 2d6 GP
9sword, 2 daggers, 35 short bow, quiver of 20 arrows, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
10sword, dagger, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 bag caltrops, 1 week iron rations, 10' pole, 2 small sacks, d6*10 GP
11sword, crossbow, case of 30 quarrels, 2 silver tipped quarrels, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 2d6 GP
12sword, dagger, short bow, quiver of 20 arrows, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 6d6 GP
13sword, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 bag caltrops, 1 week iron rations, 50' rope, 2d6*10 GP
14sword, dagger, crossbow, case of 30 quarrels, 6 silver tipped quarrels, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 4d6 GP
15sword, dagger, short bow, quiver of 20 arrows, 6 silver tipped arrows, leather armor, backpack, waterskin, lantern, 1 bag caltrops, 4 flasks oil, 1 week iron rations, 50' rope, 6d6 GP
16sword, 4 daggers, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2 small sacks, 2d6*10 GP
17sword, 3 daggers, crossbow, case of 30 quarrels, leather armor, backpack, waterskin, lantern, 1 bag caltrops, 4 flasks oil, 1 week iron rations, 50' rope, small sack 2d6*10 GP
18sword, 1 silver dagger, short bow, quiver of 20 arrows, 8 silver tipped arrows, leather armor, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 2 small sacks, 10' pole, 6d6 GP

Dwarves (3d6)

3leather armor, battleaxe, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4leather armor, handaxe, shield, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
5chain armor, warhammer, shield, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
6chain armor, battle axe, hand axe, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7chain armor, hand axe, shield, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
8chain armor, battleaxe, shield, hand axe, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
9plate armor, polearm, hand axe, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
10plate armor, shield, handaxe, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
11plate armor, battleaxe, warhammer, shield, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 flasks oil, 2d6 GP
12plate armor, shield, handaxe, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
13plate armor, battleaxe, dagger, 35 crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, small sack, 2d6 GP
14plate armor, shield, warhammer, crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, d6 GP
15plate armor, helmet, 2 battle axes, dagger, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 5 flasks oil, 3d6 GP
16plate armor, two-handed sword, dagger, crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2 small sacks, 3d6 GP
17plate armor, polearm, handaxe, dagger, crossbow, case with 30 quarrels, 2 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 3d6 GP
18plate armor, shield, warhammer, 2 daggers, crossbow, case with 30 quarrels, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6 GP

Elves (3d6)

3leather armor, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4leather armor, spear, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
5leather armor, spear, shield, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
6leather armor, shield, short sword, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7chain armor, spear, shield, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
8chain armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
9chain armor, spear, long bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
10plate armor, shield, sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
11plate armor, two-handed sword, short sword, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 flasks oil, 2d6 GP
12plate armor, shield, sword, long bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
13plate armor, sword, dagger, 35 short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, small sack, 2d6 GP
14plate armor, shield, sword, long bow, quiver of 20 arrows, dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, d6 GP
15plate armor, shield, sword, dagger, long bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 5 flasks oil, 3d6 GP
16plate armor, two-handed sword, dagger, short bow, quiver of 20 arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2 small sacks, arcane scroll, 3d6 GP
17plate armor, spear, dagger, long bow, quiver of 20 arrows, 2 silver tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 3d6 GP
18plate armor, shield, sword, 2 daggers, long bow, quiver of 20 arrows, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, arcane scroll, 2d6 GP

Halfings (3d6)

3club, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
4club, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
5leather armor, mace, shield, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, d6 GP
6leather armor, hand axe, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, 2d6 GP
7chain armor, short sword, shield, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
8chain armor, shield, short sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
9chain armor, short sword, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 3d6 GP
10chain armor, shield, short sword, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
11chain armor, short sword, 3 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 2 flasks oil, 2d6 GP
12plate armor, shield, short sword, crossbow, case with 30 quarrels, 6 torches, backpack, waterskin, 1 week iron rations, 10' pole, d6 GP
13plate armor, short sword, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, small sack, 2d6 GP
14plate armor, shield, short sword, crossbow, case with 30 quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 bag caltrops,1 week iron rations, 10' pole, d6 GP
15plate armor, shield, short sword, dagger, short bow, quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week iron rations, 50' rope, 5 flasks oil, 3d6 GP
16plate armor, short sword, dagger, short bow, quiver of 20 arrows, backpack, waterskin, lantern, 4 flasks oil, 1 bag caltrops,1 week iron rations, 10' pole, 2 small sacks, 3d6 GP
17plate armor, shield, short sword, silver dagger, short bow, quiver of 20 arrows, 2 silver tipped arrows, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 50' rope, 3d6 GP
18plate armor, shield, short sword, 2 daggers, crossbow, case with 30 quarrels, 4 silver tipped quarrels, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10' pole, 2d6 GP

Credit for the original idea goes to Brendan S. I've since seeded some extra nonsense in my version across the board, both making it a better fit for B/x and flavoring it a little (dwarves tend to have more dwarfy weapons, elves have more elfy weapons). I have no doubt that my results will not be as mathematically elegant, but they will serve my purposes.

Friday, November 7, 2014

Alternate Mortality Table

In my ongoing Lamentations/AD&D Mashup, I made a couple decisions early on. I've always hated the resurrection spells in D&D, regardless of tradition. I feel like once you can claim that death is reversible, the entire world takes something of a turn in mood. Even if we claim it's ridiculously expensive, then the best we're arguing is only rich people live forever. So for me at least, true resurrection spells had to go.

But then we have another problem - in classic D&D, when you hit 0 you're dead. With players starting with single digit hit points, and often remaining in the teens for several levels, the game is extraordinarily lethal. This isn't the worst thing ever, but it does discourage players from bothering to invest in those characters until much later level, and that's a shame. Rather than tacking on the -10HP system, I had a thought for something I found slightly more interesting.

Alternate Mortality Table
When a character reaches 0HP, they have been dealt a potentially mortal blow and are taken out of action. The DM will consult the appropriate table below, but keep the actual result to himself while narrating the blow appropriately. If the PCs can get the character to relative safety and bandage the character up, then the results are revealed, which may even include that there was simply nothing they could do. If the fallen character is left behind, or the entire party is taken out of action, all characters are assumed dead.
D20 | Effect
1-3
| Instant death from obvious source - decapitated, crushed, disemboweled
2-5 | He's dead Jim - Despite the efforts of their companions, they go into shock and 10-20 minutes after the wound is dealt.
5-8 | It's in God's Hands Now - Could go either way as the character bleeds out from their wounds. After d3 hours, they may make a CON roll. If they pass, they survive.
9 | Severe Head Trauma - roll a d4. They lose 2 points of either (1)Dex, (2)Intelligence, (3)Wisdom, (4) Charisma.
10-11 | Sucking Chest Wound - the character is in for a rough night, but will ultimately recover, albeit at the permanent loss of 1 point of Con.
12 | Arm Destroyed - part or whole arm was either sheered from the body, or so badly destroyed as to require amputation. Roll a d6 (1-2) the hand (3-4) at the elbow (5-6) at the shoulder. Odds is left, evens is right. 
13 | Leg Destroyed - part or whole leg was either sheered from the body, or so badly destroyed as to require amputation. Roll a d6 (1-2) the foot (3-4) at the knee (5-6) at the hip. Odds is left, evens is right. 
14-15 | Limb Fractured/Broken - Roll d4 to determine which, limb is badly injured or broken providing an inconvenience and -1 to any rolls using it until healed.  
16 | All Fun and Games - The character loses an eye, reducing their ranged attack by 1.
17 | Ugly Stick - Damage to the face leaving them monstrously scarred. -2 Charisma for reaction checks and hiring NPCs.
18-19 | Gnarled and Scarred - Character earns a few new scars, and will take -1 to everything for the next 24 hours, but comes out no worse for the wear.
20 | Sucker Punched - Character took a blow to the head that knocked them out, but they otherwise have no lasting effects.
Obviously, this table is mostly particular to melee mechanics, but it's served me very well so far. There's just enough nastiness on the table that being taken out of action is serious, but not enough that it guarantees that it will force you to retire a character.

My two cents.