Age Categories and Effects

Post has published by unboundrpg

As you go about your adventures, you will naturally age, growing older in mind and body. Depending on your race the effects of age may come to the forefront at different points. As a standard measure the following age categories will refer to human age, however, shorter lived races should reduce these numbers by half and longer-lived races should multiply these numbers by multiples of 5 or 10, depending on the race, in all categories except the young category.

Young (0-15)

Young characters have not fully developed their bodies and have not learned the ways of the world fully, though they have more energy than normal. They take a -1 to social skill checks and physical skill checks that they are not trained in; however, they double the effects of resting.

Adult (16-50)

Adult characters have reached the peak of their bodies development and have typically learned to be a contributing member to society. They have no negative or beneficial effects due to their age.

Old (51-69)

Old characters have strengthened their mind and learned much about the world and the way it works though their bodies have begun to deteriorate as the years pass by. They receive a number of rerolls on mental adventuring skill checks equal to 1 + 1 per 5 years above adult age, however, any time you would roll a natural 1 or otherwise fumble a physical check they gain fatigue equal to 1 + 1 per 5 years above adult age.

Venerable (70+)

Venerable characters are nearing the end of their life and as such many of their mental and physical faculties have begun to decline. In addition to the effects of old age a venerable character must make a vitality endurance check (DC 15 + 1 per previous physical encounter) at the end of any encounter that is physically strenuous or gain a step of fatigue for the day. In addition, you gains half the benefits of their rest actions.

Maximum (70+2d20)

Upon reaching venerable a character must make a vitality check (DC 15 + 1 per year past venerable) each year to determine whether or not they are reaching the end of their lifespan. On a failed check you rolls 2d20 to determine how many years you have left. If they fail the save by 5 or more the 2d20 is in months and on a natural 1 is days. Up to GM discretion you may be aware of their impending death, or at least have a feeling of its approach and can do as they wish to come to terms with it.

Extended Life

You may tend to the needs of an aging person by using the Heal skill in place of any Vitality check to extend that person’s life for as long as you continue to succeed on your Heal check. Venerable characters who have had their life extended by the care of a healer automatically fails the Vitality check to determine their maximum age if the care is no longer provided. As with the above check, the heal check is made once per year.

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