domingo, 6 de marzo de 2016

De moribundo a medio muerto

Este es un anexo para la entrada anterior sobre la condición moribundo. Una vez que un personaje que ha sostenido una gran cantidad de daño logra recuperarse, no tiene sentido que pase de moribundo a completamente ileso. Por eso me gustan las reglas opcionales que se proponen en el Adventure Path: Skull & Shackles. Aunque a mi gusto, las amputaciones son un tanto pasadas de severas, así que he modificado las reglas un poco para pasar estas amputaciones a "meras" fracturas. También me he tomado la libertad de simplificar un poco el sistema y cambiar algunos modificadores triviales de -1 o +1 a -2 y +2, respectivamente. A continuación las reglas finales modificadas (en inglés):

Scars and Wounds (Optional Rule)
Source S&SPG

Whenever a character sustains a single attack that deals an amount of damage equal to half her total hit points or more, she gains a permanent debilitating scar or handicap. These effects are chosen by the GM or randomly determined by rolling 1d20 on the table below. Effects are permanent and cumulative, though the GM should reroll results that seem too crippling or don't make sense—such as a character losing a hand two or three times. The regenerate spell heals scars and restores lost limbs, removing both positive and negative effects.
Table: Scars and Wounds
d20Battle Scar or Handicap
1–5Minor scar—interesting but otherwise cosmetic
6–8Moderate scar—cut on face (+2 bonus on Charisma-based skill checks for first scar only, consider subsequent cuts as a major scar)
9–10Major scar—severe cut on face (–2 penalty on Charisma-based skill checks**)
11–14Broken finger (–2 on attacks and checks using that hand)
15–16Vital wound (-2 Con)
17Eye injury (–4 penalty on all sight-based Perception checks)
18Broken leg (speed reduced to half and can't walk without some form of support, cannot charge)
19Broken hand (cannot use two-handed items*)
20Broken arm (–2 Str, cannot use two-handed items*)
* Losing a single hand or arm does not affect a spellcaster's ability to cast spells with somatic components.
** At the GM's discretion, characters with major scars may also be granted a +2 bonus on all Bluff,Diplomacy, or Intimidate checks against other pirates, as the scars of battle are much admired by pirates.
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