Difference between revisions of "Age (Fundamental)"
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===Strange Lifespans=== | ===Strange Lifespans=== | ||
| − | '''Adaptive Life [Type]''' - Upon reaching Maturity, character's Lifespan is altered to another type. They retain Maturity but only become older Age Categories once they have reached the age on their new Lifespan. | + | '''Adaptive Life [Type]''' - Upon reaching Maturity, character's Lifespan is altered to another type. They retain Maturity but only become older Age Categories once they have reached the age on their new Lifespan. Add their current age to all Age Categories and Maximum Age to determine when they reach the next Age Categories and what their Maximum Age is. |
'''Distant''' - Upon reaching Maximum Age, character does not check for Aging. Instead, something unusual happens, discussed in whatever grants them this tag. | '''Distant''' - Upon reaching Maximum Age, character does not check for Aging. Instead, something unusual happens, discussed in whatever grants them this tag. | ||
Revision as of 12:29, 28 March 2018
Contents
Age Categories
Though some races are effectively immortal, growing old usually has an effect upon a character. The inverse is also true - a young character has much to learn and may not be physically capable yet. The charisma of younger characters is also considered to be somewhat lower due to the fact they are still learning social skills and are often considered lesser by their elders.
To determine the Age Categories of a race, a Lifespan is selected that corresponds to the race's life history. The ages given are in years.
| Aging | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Lifespan | Example | Baby | Infant | Child | Youth | Mature | Middle Aged | Old Aged | Venerable | Maximum Age |
| Short | Orc | 0-1 | 2-3 | 4-8 | 9-13 | 14-29 | 30-44 | 45-60 | 60+ | +2d10 |
| Average | Human | 0-1 | 2-4 | 5-9 | 10-14 | 15-44 | 45-59 | 60-70 | 70+ | +3d20 |
| Lengthy | Half-Elf | 0-1 | 2-4 | 5-9 | 10-14 | 15-61 | 62-82 | 83-124 | 125+ | +3d20 |
| Enduring | Dwarf | 0-4 | 5-9 | 10-19 | 20-39 | 40-124 | 125-167 | 167-249 | 250+ | +2d100 |
| Boundless | Elf | 0-4 | 5-19 | 20-49 | 50-99 | 100-174 | 175-232 | 233-349 | 350+ | +4d100 |
| Immortal | ? | 0-4 | 5-19 | 20-49 | 50-99 | 100-199 | 200-399 | 400-599 | 600+ | +5d100 |
| Eternal | ? | 0-4 | 5-19 | 20-49 | 50-99 | 100-499 | 500-999 | 1000-1999 | 2000+ | +10d100 |
Age Category
The total effects of each Age Category are listed below; a character alters their character as they move from one to the next. Thus, a character who is Old Aged suffers a -3 to Strength, -1 to Dexterity and a -2 to Constitution but gains a +1 to Intelligence and +2 to Wisdom, as opposed to BOTH this and what is listed in the Middle Aged category.
| Age Category Effects | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Age Category | To-Hit | Toughness | Vitality | Size | Base Move | Language Fluency | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
| Baby | -10 | -2 | 1/2 | -3 | 1/6 | Own Language: Simple Fluency, No Literacy
Other Languages: No Fluency, No Literacy |
1/5 | 1/5 | 1/5 | 1/5 | 1/5 | 1/5 |
| Infant | -5 | -1 | 1/2 | -2 | 1/3 | Own Language: Limited Fluency, Simple Literacy
Other Languages: Simple Fluency, No Literacy |
1/4 | 1/4 | 1/4 | 1/4 | 1/4 | 1/4 |
| Child | -2 | -1 | 3/4 | -1 | 2/3 | Own Language: Complete Fluency, Limited Literacy
Other Languages: Limited Fluency, Simple Literacy |
1/2 | 3/4 | 1/2 | 1/2 | 1/2 | 3/4 |
| Youth | -1 | +0 | 3/4 | -1 | Normal | Own Language: Complete Fluency, Complete Literacy
Other Languages: Limited Fluency, Limited Literacy |
3/4 | Normal | 3/4 | Normal | 3/4 | Normal |
| Mature | +0 | +0 | Normal | Normal | Normal | Own Language: Complete Fluency, Complete Literacy
Other Languages: Limited Fluency, Limited Literacy |
Normal | Normal | Normal | Normal | Normal | Normal |
| Middle Aged | +0 | +0 | Normal | Normal | Normal | Own Language: Complete Fluency, Complete Literacy
Other Languages: Limited Fluency, Limited Literacy |
-1 | Normal | -1 | +1 | +1 | Normal |
| Old Aged | -1 | -1 | 3/4 | Complete/Limited | 3/4 | Own Language: Complete Fluency, Complete Literacy
Other Languages: Limited Fluency, Limited Literacy |
-3 | -1 | -2 | +1 | +2 | Normal |
| Venerable | -2 | -2 | 1/2 | Normal | 2/3 | Own Language: Complete Fluency, Complete Literacy
Other Languages: Limited Fluency, Limited Literacy |
-4 | -2 | -3 | +2 | +3 | Normal |
Derived Attribute Penalties
This is a penalty applied to the character's attempts to attack, their HP and VP and movement speed. Younger characters are also generally smaller.
Language Ability
This determines the capacity of the character to communicate in their Own Language (the primary language a character begins with) and Other Languages (all other languages the character knows before spending any Language Points). Their default levels of Fluency and Literacy are given for Own Languages and Other Languages. This has no effect on Languages bought with Points.
Attribute Modifiers
Attribute Modifiers do not apply to Base Attributes as these reflect the character beyond the effects of aging - typically their effective potential. Below Mature they are a proportion of what it will become.
Relative Modifiers
If the character is below the Mature Age Category, things become somewhat variable - after all, a child striking another child is effectively fighting on the same terms. For every Age Category their target is below Mature, decrease the effective penalties (including to Attribute Scores) by one step providing the target is of their Size or less. Ergo if a Child attacks another Child, they do not suffer a penalty and their Strength would be considered their full Strength score; if they try to attack a Hill Giant Child, however they would still suffer this penalty. Meanwhile, if the Hill Giant Child chose to strike back they would do so at no penalty and would be considered to have their full effective Strength value.
These relative apply to To-Hit and Attribute Scores.
Age Category Effects
Baby
Babies use 1/4 the race's full HD - a Goblin normally has 1-1 HD, so a baby has 1/4 HD, whilst a Hill Giant normally has 12+1, thus a Baby giant has 3.
Babies are only to speak using Babble - they cannot readily control when they make noise and their emotions are always apparent through their 'speech', though their speech is Incoherent. Due to this, they generally cannot cast spells.
Babies cannot spend Combat Proficiency, Skill Proficiency or Bonus Points, except where applicable on Traits. Regardless of Class or Race, they are considered to have no natural Combat or Skill Proficiencies though they may have Traits.
If a Baby has an Active Ability or a Talent, it has a 95% chance of automatic failure.
Babies using Land Move are considered to move by Crawling unless they are able to make a Climb roll - this Climb roll is not effected by the 95% chance of automatic failure, but must be attempted for each round they attempt to walk normally.
Babies do not possess Classes or Levels normally.
Infants
Infants possess 1/2 the race's full HD - a Goblin normally has 1-1 HD, so a baby has 1/2 HD, whilst a Hill Giant normally has 12+1, thus an Infant giant has 6.
Infants are able to Speak and Learn Languages normally. They may spend Combat Proficiency, Skill Proficiency and Bonus Points.
If an Infant has an Active Ability or a Talent, it has a 50% chance of automatic failure. They do not possess Classes or Levels normally.
Childhood and Beyond
Children possess 3/4 the race's full Hit Dice; a Goblin Child has 3/4 HD, a Hill Giant Child has 9 HD. After this point, they gain full HD.
Once a character is a Child or older, they may choose a Class, though due to the dangers of adventuring and the limited agency of juveniles in most cultures, it is rare to begin adventuring before Maturity.
Once the character choose to become a Class, the character is considered Level 0 and Inexperienced. Players may choose to be Inexperienced or not if they enter play as a Child or older but, if they age from Infant to Child, they begin as Inexperienced when they opt to choose a Class.
Maximum Age
The character's Maximum Age is rolled upon attaining Venerable. It is equal to the minimum age of Venerable plus the a dice roll determined by the Maximum Age modifier and any other tags possessed.
Once a character reaches their Maximum Age, they must make a Saving Throw vs. Death every month with a cumulative -1 penalty. On a a success, they suffer no ill effects. On a failure, they take a level of Aged. This causes the character to progressively lose Maximum HP, VP and FP as well as further penalties to Move and Attributes. Aged cannot be removed without lowering the character's age below Maximum, by Divine Intervention or by Wish. Once a Character's Maximum HP or VP is 0, they are Dead.
Unusual Life History
Some species, notably dragons, do not age in this manner and gain different bonuses and penalties from aging. If a race or monster has this, it will be discussed on their race or monster sheet.
Lifespan Modifiers
These Lifespans are a base, altered by numerous other tags the character's Lifespan possesses.
Short Lifespans
Rapid - Decrease Age Categories by 1/4. Lower the results of Maximum Age by 1/4.
Very Rapid - Decrease Age Categories by 1/2. Lower the results of Maximum Age by 1/2.
Extremely Rapid - Decrease Age Categories by 3/4. Lower the results of Maximum Age by 3/4.
Vulnerable Age - Decrease Dice rolled for Maximum Age by 1, to a minimum of 1, for each level of Vulnerable Age.
Long Lifespans
Delayed - Increase Age Categories by 1/4. Increase the results of Maximum Age by 1/4.
Very Delayed - Increase Age Categories by 1/2. Increase the results of Maximum Age by 1/2.
Extremely Delayed - Increase Age Categories by 3/4. Increase the results of Maximum Age by 3/4.
Lasting - Increase Dice Rolled for Maximum Age by 1 for each level of Lasting.
Strange Lifespans
Adaptive Life [Type] - Upon reaching Maturity, character's Lifespan is altered to another type. They retain Maturity but only become older Age Categories once they have reached the age on their new Lifespan. Add their current age to all Age Categories and Maximum Age to determine when they reach the next Age Categories and what their Maximum Age is.
Distant - Upon reaching Maximum Age, character does not check for Aging. Instead, something unusual happens, discussed in whatever grants them this tag.
Disconnected - No Bonuses from Aging above Mature
Fullborn - Mature begins at Age 0
Timeless - No Penalties from Aging above Mature
Undying - No Maximum Age - character continues to live indefinitely.
Age at Character Creation
The player may select any age for their character on Creation, though most characters are assumed to be at least Mature.
Creating a Younger Character
If playing a character Younger than Mature, record the original attribute scores rolled. In addition to this, record character's original Size and Speed and Move.
From this, determine the character's current Attributes, Size, Speed and Move using the Attribute adjustments from Age Category. Whenever the character moves up in Age Category, adjust these accordingly. This also includes any To-Hit penalties and other penalties.
Younger characters have fewer initial experiences and so begin with fewer Skill Points. If Talent is used to generate Skill Points, the character gains these Skill Points as their Attributes increase, if Trade or Standard Skill Points are used, they gain 1/4 of them as a Child, 3/4 of them as a Youth and the rest on Maturity. As they age, they gain access to progressively more of them. Furthermore, they progressively overcome penalties of youth.
If, for some reason, the character created is a Baby or Infant, they do not begin with a class and are treated as a 0th Level character with 1/2 HD.
Creating an Older Character
If a Character begins adventuring later in their life, they have more time to develop skills. As characters may use time to train in game to effectively gain new skills between adventures, it stands to reason that these characters enter play having already done so.
In addition to gaining the bonuses and penalties of age, a DM may optionally allow these characters to begin with Bonus Points to simulate earlier training. The method used depends on how Skill Points are generated. If Talent Skill Points, the character gains a portion of Bonus Points dependent on their modified Wisdom score; 1/4 if Middle Aged, 1/3 if Old Aged, 1/2 if Venerable. If Trade or Standard Skill Points are used, the character gains +4 Bonus Points if Middle Aged, +6 if Old Aged or +8 if Venerable.
As per usual, Bonus points gained from Age cannot be spent on Traits, but may be spent on any other Proficiency and Language.