050 did not have scars. CVS did.
I have an idea. Input/expansion would be nice... All numbers are totally made up and would be subject to balance, of course.
Generation: Scars are not received immediately on injury; instead, they occur during the healing process. Each time you recover a hit point, there is a very small chance you will be scarred. This chance is increased by the following conditions:
* Lower HP in that limb (before the healing happens) increases the chance linearly. So, healing from a single serious injury is more likely to cause scarring than from many small injuries. Perhaps the scale goes like 3x chance at 50% limb health, linearly in-between.
* Regenerative effects (NOT magical healing, but something like fast-healing) incur an additional 1.5x multiplier to the scar probability
* Reattaching a severed limb has a 10% chance to scar the limb and the attachment point (i.e. torso). Each scar is rolled separately, so you may end up with two scars.
* Having an attached limb of an artificial material increases scar probability by 1.5x.
So, two example cases. For the sake of argument, let's say the base scar chance is 0.25%. You take a 1-point blow to your 2-hp head. When you heal that 1 hp of damage, there is a 0.75% chance you will gain a facial scar. If you drink some trolls blood, this increases to (0.75)*1.5=1.125% chance of a scar. Now, let's say your 10 hp torso took a 5-point blow. You have two fancy arcanite arms. So, recovering to 6 torso hp with trolls blood has a (0.75)*1.5*1.5*1.5=2.53125% chance of giving you a scar. Healing to full will scar your torso about 7.3% of the time. Healing naturally with no artificial limbs reduces this to about 2.2%.
* Scabies (or, more rarely, Cruentus or Mortifer) will sometimes inflict (or gift?) scars.
Effects: Scars have three effects. The first is dependent on location.
* Scars to the arms incur a small dexterity penalty. Something like -0.25 per scar. (Scars do make movement harder.)
* Scars to the legs incur a small agility penalty. Comparable to the arm penalty.
* Scars to the torso and groin inflict a small max HP penalty. I'm thinking -0.5 per scar. (You took a serious wound, and the injury might be permanent.)
The second is not:
* Each exposed (not covered) scar inflicts a modest Charisma penalty; facial scars count double. Gloves cover the arms, boots cover the legs, armor covers the body and groin. Cloaks count half for every body part (i.e. they half the penalty). Normal helmets cover 1/4 the head. Full helmets cover 1/3 of the head. Helmets of Attractivity completely cover the head. (Nobody really wants to look at your scarred face.)
* To offset this, charisma training is increased proportionally to either the root or the log of the number of exposed scars; again, facial scars count double. (You learn to use your scars to your advantage.)
* To offset the HP penalty, a similar (but smaller) bonus to endurance training applies with the total number of scars, covered or not. (Getting slashed with a sword isn't quite as scary after you take a spear through your gut.)
* Each scar counts as a point of Wisdom, for the purposes of piety gain with Scabies. A similar bonus applies for Cruentus and Mortifer, but reduced.
There is no offset to the dexterity or agility penalties. They're small. You'll just have to live with them.
Removal: If you are at full HP, with no missing limbs, healing liquid (or other magical healing effects, such as Seges) have a chance to remove a random scar. The check should run multiple times, so that a full bottle of healing liquid might be expected to heal 2-4 scars. Priests at altars might also remove scars. Removing scars will upset Scabies.
"Put more stuff in the... thing where... more stuff goes in."