Difference between revisions of "Age"

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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 -1 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.
  
 
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Revision as of 20:57, 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

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 -1 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 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% 3/4 3/4 3/4 3/4 3/4 3/4
Mature +0 +0 Normal Normal Normal +0% Normal Normal Normal Normal Normal Normal
Middle Aged +0 +0 Normal Normal Normal +0% -1 Normal -1 +1 +1 Normal

Before Childhood

Babies and Infants possess 1/2 HD, dependent on their race. They do not possess Classes or levels normally.

Babies cannot speak intelligibly though they are able to make noise. Unless specifically noted, Babies suffer +100% Miscast Chance which cannot be lowered. They cannot spend Combat Proficiency, Skill Proficiency or Bonus Points. Regardless of Class or Race, they are considered to have no natural Combat or Skill Proficiencies - these are earned at at least Infant. If a Baby has an Ability or a Special Skill, it has a 95% chance of automatic failure.

Infants are able to speak and learn languages and cast spells (if known). If an Infant has an Ability or a Special Skill, it has a 50% chance of automatic failure.

Childhood and Beyond

Characters gain 1 HD - the dice size depends upon their race.

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, this first Hit-Dice is converted into Bonus HP and their Hit-Dice becomes that of their 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 or else take a level of the Aged condition. This causes the character to progressively lose Maximum HP, VP and FP as well as take additional penalties. It 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 die.

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. 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

(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)


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