mechaPoet
RPG Superstar Season 9 Top 32
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Honestly, I feel like a minor perception penalty would be all you need. There aren't exactly rules for characters' depth perception, and I'm pretty sure people who live with only one eye for a while eventually adjust such that they see pretty much as well as non-cyclops (except for depth perception, but even that gets better over time).
Of course, I could be completely wrong, but the only rule I feel I need to know for my one-eyed character is that eye-patches cost 1sp.
| Kalridian |
The "drawnbacks" section of the "tome of secrets" lists a drawback that is called "One Eye". It gives a -1 additional penalty for every range increment on ranged attacks. (representing the loss of depth perception)
This is semi-official, but I must say I find it to soft. There should definately be a penalty to perception and maybe also on dodge AC, since you can't see attacks from one side properly.
Losing part of your eyesight is pretty bad...
What is this for? Do you want to make a one-eyed character or did a player in your group loose an eye?
Edit: In the tome of secrets, this drawback is worth 4 additional skill points at character creation.
| Brain in a Jar |
There is also this chart from Skull & Shackles.
Rules for eye patches, peg legs, and prostheses to cover
injuries and replace lost limbs may be found in Pirates of
the Inner Sea.
d20 Battle Scar or Amputation
1–5 Minor scar—interesting but otherwise cosmetic
6–8 Moderate scar—cut on face (+1 bonus on
Charisma-based skill checks for first scar only,
consider subsequent cuts as a major scar)
9–10 Major scar—severe cut on face (–1 penalty on
Charisma-based skill checks**)
11–14 Loss of finger (for every 3 fingers lost, –1 Dex)
15–16 Impressive wound (–1 Con)
17 Loss of eye (–4 penalty on all sight-based
Perception checks)
18 Loss of leg (speed reduced to half, cannot charge)
19 Loss of hand (cannot use two-handed items*)
20 Loss of arm (–1 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 +1 bonus on all Bluff, Diplomacy,
or Intimidate checks against other pirates, as the scars of
battle are much admired by pirates.
| Kazaan |
I find it odd that under the scars, it just specifies affecting "charisma-based skill checks" while under the ** note, it segregates out Bluff, Diplomacy, and Intimidate as having special behavior. So having a moderate scar makes it easier to use a magical device and major scars makes it harder? Dafuq?