Difference between revisions of "Age"

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(Age)
(Age)
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| 1/5
 
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|-
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|''Infant''
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| 1/2
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| -2
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| 1/3
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| +50%
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|''Child''
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| -2
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| -1
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| 3/4
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| -1
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| 2/3
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| +25%
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|''Youth''
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| -1
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| +0
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| 3/4
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| -1
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| Normal
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(younger characters have 1/2 vitality, until youth?)
 
(younger characters have 1/2 vitality, until youth?)
  
 
===Baby===
 
 
Baby's possess the average Hit-Dice size for their
 
 
Babies may not spend Combat Proficiency Points, Skill Proficiency Points or Bonus Points. Unless specifically noted, Babies suffer +100% Miscast Chance.
 
 
===Infant===
 
 
Infants suffer a -4 To-Hit penalty.
 
 
 
===Child===
 
 
Children suffer a -2 To-Hit penalty.
 
 
===Youth===
 
 
Youths suffer a -1 To-Hit penalty.
 
  
 
===Mature===
 
===Mature===

Revision as of 20:16, 20 July 2016

Age

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.

To determine the Age Categories of a race, a Lifespan is selected that corresponds to the race's life history.

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 Effects
Age Category To-Hit Health Vitality Size Base Move Miscast Chance Strength Dexterity Constitution Intelligence Wisdom Charisma
Baby -10 -2 1/2 -3 1 +100% 1/5 1/5 1/5 1/5 1/5 1/5
Infant -5 -1 1/2 -2 1/3 +50% 1/4 1/4 1/4 1/4 1/4 1/4
Child -2 -1 3/4 -1 2/3 +25% 1/2 1/2 1/2 1/2 1/2 1/2
Youth -1 +0 3/4 -1 Normal +5% 1/2 1/2 1/2 1/2 1/2 1/2



(younger characters have 1/2 vitality, until youth?)


Mature

Middle Aged

Old Ages

Venerable

Maximum Age

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.

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.

Creating an Older Character

(add Lifespan category so its easier to make different races have ages that are meaningful)

(add additional bonus points for age but express that they cannot be used for traits and that this is to simulate further education pre-adventure. Look at training times for skills for an idea on how many to award per age category but probably just make it +2 for Middle Aged, +4 for Old Age and +6 for Venerable. Alternatively 1/6 wisdom, 1/3 wisdom, 1/2 wisdom = bonus points)

Record base stats and modify them

Baby category: two size categories smaller, two size categories smaller Infant categories: two size categories smaller to a minimum of Tiny, 1/4 attributes and move Child Categories: 1/3 base age to 2/3 base age one size category smaller to a minimum of Tiny, 1/2 attributes and move Young characters: 2/3 base age to base age, 3/4 attributes and move

When a character increases from Infant to Child and


(put gnomes as delayed + lasting and very delayed, halflings as delayed)