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Core:Aging: Difference between revisions

From Teriock
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{{Core|name=Aging|While adventurers tend to stay fit well into their later years, everyone eventually does grow old. When a creature nears the end of the normal lifespan for their species they will have a harder time dealing with the rigors of a life spent traveling and fighting.
{{Core|name=Aging|While adventurers tend to stay fit well into their later years, everyone eventually does grow old. When a creature nears the end of the normal lifespan for their species they will have a harder time dealing with the rigors of a life spent traveling and fighting.}}


Once a creature has reached 80% of their species' lifespan, age starts to factor their health and {{L|Category|Revival effects|revival}} chances. They gain a {{L|Ability|Thin Soul}}. At 90% of their lifespan, they gain a {{L|Ability|Frail Soul}}. Once they reach their maximum lifespan, they automatically {{PD}} the next time they {{L|Condition|Dead|die}}. Additionally, they {{L|Condition|Dead|die}} the next time that fall {{L|Condition|Asleep}} or {{L|Condition|Unconscious}}. If the creature would gain a {{L|Ability|Thin Soul}} but they already have one, they gain a {{L|Ability|Frail Soul}}. Every other escalation of the consequences of a long lifespan increases a step accordingly. They increase by two steps if the creature already had a {{L|Ability|Frail Soul}}. This means that a creature that had a {{L|Ability|Thin Soul}} or {{L|Ability|Frail Soul}} can suffer automatic {{PD}} effects even if they aren't yet at 100% of their natural lifespan.
Once a creature has reached 80% of their species' lifespan, age starts to factor their health and {{L|Category|Revival effects|revival}} chances. They gain a {{L|Ability|Thin Soul}}. At 90% of their lifespan, they gain a {{L|Ability|Frail Soul}}. Once they reach their maximum lifespan, they automatically {{PD}} the next time they {{L|Condition|Dead|die}}. Additionally, they {{L|Condition|Dead|die}} the next time that fall {{L|Condition|Asleep}} or {{L|Condition|Unconscious}}. If the creature would gain a {{L|Ability|Thin Soul}} but they already have one, they gain a {{L|Ability|Frail Soul}}. Every other escalation of the consequences of a long lifespan increases a step accordingly. They increase by two steps if the creature already had a {{L|Ability|Frail Soul}}. This means that a creature that had a {{L|Ability|Thin Soul}} or {{L|Ability|Frail Soul}} can suffer automatic {{PD}} effects even if they aren't yet at 100% of their natural lifespan.
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The percent of the way through a creature is in their lifespan is also referred to as their '''LP''' (lifespan percent or lifespan points). Thus, creatures experience the consequences of age at 80 LP, 90 LP, and 100 LP.
The percent of the way through a creature is in their lifespan is also referred to as their '''LP''' (lifespan percent or lifespan points). Thus, creatures experience the consequences of age at 80 LP, 90 LP, and 100 LP.


Some creatures, such as {{L|Category|Elves}} and {{L|Category|Undead creatures|undead}}, have an {{L|Ability|Infinite Lifespan}}. However, they can still suffer the consequences of old age if they are sufficiently {{L|Drain|Wither|withered}}.}}
{| class="wikitable"
! LP !! Aging Effects
|-
| 80 || {{L|Ability|Thin Soul}}
|-
| 90 || {{L|Ability|Frail Soul}}
|-
| 100 || Automatic {{PD}} upon {{L|Condition|Dead|death}} and automatic {{L|Condition|Dead|death}} upon falling {{L|Condition|Asleep}} or {{L|Condition|Unconscious}}
|}
 
Adventurers are typically assumed to start at their '''age of adulthood''' which, unless otherwise specified, has them at 20 LP.
 
{{Note|Some creatures, such as {{L|Category|Elves}} and {{L|Category|Undead creatures|undead}}, have an {{L|Ability|Infinite Lifespan}}. However, they can still suffer the consequences of old age if they are sufficiently {{L|Drain|Wither|withered}}.}}

Latest revision as of 09:14, 18 October 2026

While adventurers tend to stay fit well into their later years, everyone eventually does grow old. When a creature nears the end of the normal lifespan for their species they will have a harder time dealing with the rigors of a life spent traveling and fighting.

Once a creature has reached 80% of their species' lifespan, age starts to factor their health and revival chances. They gain a Thin Soul. At 90% of their lifespan, they gain a Frail Soul. Once they reach their maximum lifespan, they automatically PD the next time they die. Additionally, they die the next time that fall asleep or unconscious. If the creature would gain a Thin Soul but they already have one, they gain a Frail Soul. Every other escalation of the consequences of a long lifespan increases a step accordingly. They increase by two steps if the creature already had a Frail Soul. This means that a creature that had a Thin Soul or Frail Soul can suffer automatic PD effects even if they aren't yet at 100% of their natural lifespan.

The percent of the way through a creature is in their lifespan is also referred to as their LP (lifespan percent or lifespan points). Thus, creatures experience the consequences of age at 80 LP, 90 LP, and 100 LP.

LP Aging Effects
80 Thin Soul
90 Frail Soul
100 Automatic PD upon death and automatic death upon falling asleep or unconscious

Adventurers are typically assumed to start at their age of adulthood which, unless otherwise specified, has them at 20 LP.

Note: Some creatures, such as elves and undead, have an Infinite Lifespan. However, they can still suffer the consequences of old age if they are sufficiently withered.