Step 6: Starting Age
Roll on the 6.0 Age table to determine your character’s rough age at the beginning of play (for example, in your 20s, 30s, 40s, etc.). To determine an exact age, just roll a d10 for the second digit. For example, if you roll a 23, your character is in their 30s. A d10 roll of 5 to determine exact age would mean the character is 35 at the start of play. Exceptionally young characters skip Step 7 and go directly to the events of the Fall (Step 8).
INFOLIFE/LOST/UPLIFT BACKGROUNDS:
If you acquired the Infolife background in Step 4, your character is in their 20s. Skip directly to Step 8.
If you acquired the Lost background, your character is 9 years old, though you have experienced a subjective 20 + 1d6 years of combined virtual and real-world life. Skip directly to Step 9.
If you acquired the Uplift background, your character’s age may not exceed 50. Re-roll higher results.
6.0 Age [d100]
d100 Result 00–19 In your 20s. Skip Step 7 and proceed to Step 8. 20–55 In your 30s. Proceed to Step 7. 56–75 In your 40s. Proceed to Step 7. 76–80 In your 50s. Proceed to Step 7. 81–85 In your 60s. Roll on the 6.1 Advanced Age table with a +3 modifier then proceed to Step 7. 86–90 In your 70s. Roll on the 6.1 Advanced Age table with a +2 modifier then proceed to Step 7. 91–94 In your 80s. Roll on the 6.1 Advanced Age table with a +1 modifier then proceed to Step 7. 95–97 In your 90s. Roll on the 6.1 Advanced Age table then proceed to Step 7. 98–99 Over 100 years (up to 130). Roll on the 6.1 Advanced Age table twice then proceed to Step 7.
6.1 Advanced Age [d10]
d10 Result 1 Gain the Enhanced Behavior (Bored, Level 2) trait (EP2). 2 Gain +10 to two skills of your choice. 3 Roll an additional time on the 7.0 Pre-Fall Event table. 4–5 Reduce one aptitude by 5. Roll 1d6: 1 COG, 2 INT, 3 REF, 4 SAV, 5 SOM, 6 WIL. 6–7 Increase one aptitude by 5. Roll 1d10: 1 COG, 2–3 INT, 4 REF, 5–6 SAV, 7 SOM, 8–10 WIL. 8 Gain the Mental Disorder (Depression) trait (EP2). 9+ Gain +10 to a skill of your choice.