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]

d100Result
00–19In your 20s. Skip Step 7 and proceed to Step 8.
20–55In your 30s. Proceed to Step 7.
56–75In your 40s. Proceed to Step 7.
76–80In your 50s. Proceed to Step 7.
81–85In your 60s. Roll on the 6.1 Advanced Age table with a +3 modifier then proceed to Step 7.
86–90In your 70s. Roll on the 6.1 Advanced Age table with a +2 modifier then proceed to Step 7.
91–94In your 80s. Roll on the 6.1 Advanced Age table with a +1 modifier then proceed to Step 7.
95–97In your 90s. Roll on the 6.1 Advanced Age table then proceed to Step 7.
98–99Over 100 years (up to 130). Roll on the 6.1 Advanced Age table twice then proceed to Step 7.

6.1 Advanced Age [d10]

d10Result
1Gain the Enhanced Behavior (Bored, Level 2) trait (EP2).
2Gain +10 to two skills of your choice.
3Roll an additional time on the 7.0 Pre-Fall Event table.
4–5Reduce one aptitude by 5. Roll 1d6: 1 COG, 2 INT, 3 REF, 4 SAV, 5 SOM, 6 WIL.
6–7Increase one aptitude by 5. Roll 1d10: 1 COG, 2–3 INT, 4 REF, 5–6 SAV, 7 SOM, 8–10 WIL.
8Gain the Mental Disorder (Depression) trait (EP2).
9+Gain +10 to a skill of your choice.