Age
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.
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
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 | Miscast Chance | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
| Baby | -10 | -2 | 1/2 | -3 | 1/6 | +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 |
| Old Aged | -1 | -1 | 3/4 | Normal | 3/4 | +0% | -3 | -1 | -2 | +1 | +2 | Normal |
| Venerable | -2 | -2 | 1/2 | Normal | 2/3 | +0% | -4 | -2 | -3 | +2 | +3 | Normal |
Before Childhood
Babies and 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 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. They 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. They do not possess Classes or levels normally.
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 and cast spells (if known). If an Infant has an Ability or a Special Skill, it has a 50% chance of automatic failure. They do not possess Classes or levels normally.
Childhood and Beyond
Characters possess the race's full Hit Dice; a Goblin has 1-1 HD, a Hill Giant has 12 +1 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 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
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.