Kunimatyu
First Post
I'm running the Savage Tide Adventure Path, and since the mod tends to be very lethal for an average party, I've borrowed some rules from Skull and Bones d20. Each player has 1d4+1 "lives" that I've rolled secretly; whenever they're reduced to below -10, I try to whisk them offscreen. Some time later, they return, and give a suitably piratical tale as to how they managed to survive and return to the party. (think the bit in Pirates of the Carribbean where one of the sailors is telling Will how Jack escaped a deserted island -- "and he roped himself a couple o' sea turtles! Aye, sea turtles!")
When they return, I also roll on an Afflictions table from Skull and Bones to determine what result they get. Last session, two guys died to ravenous zombie pirates in the caves beneath Parrot Island, and while one ended up with a rakish scar(+1 Cha), the other guy lost a leg(-10 movement, -2 Reflex, -2 on all Str/Dex-based skills, I think). The player wants to get a peg leg, and I'm curious if anyone has any other thoughts on peg leg stats, either where they're located or what they should be. I may just go with the numbers above, but I'd like to hear some other ideas too.
When they return, I also roll on an Afflictions table from Skull and Bones to determine what result they get. Last session, two guys died to ravenous zombie pirates in the caves beneath Parrot Island, and while one ended up with a rakish scar(+1 Cha), the other guy lost a leg(-10 movement, -2 Reflex, -2 on all Str/Dex-based skills, I think). The player wants to get a peg leg, and I'm curious if anyone has any other thoughts on peg leg stats, either where they're located or what they should be. I may just go with the numbers above, but I'd like to hear some other ideas too.