GURPS Wiki
Advertisement
GURPS Wiki

The classic disadvantage Age has been replaced by different mechanics in 4e. The following 4e table is for humans:

Age infant 5 10 15 70 90
ST 30% 60% 80% 100% 90% 80%
DX 40% 70% 90% 100% 100% 90%
IQ 50% 70% 90% 100% 90% 80%
HT -1 100% 100% 100% 90% 80%
SM -3 -2 -1 0 0 0

Aging[]

Beginning at age 50 (or equivalent if not human) make a series of “aging rolls” each year to see if old age is taking its toll. At 50 this roll is made each year, at 70 it is every six months, and 90 the role is made every three months.

Aging rolls are a series of four HT rolls – one for each of your four basic attributes, in the following order: ST, DX, IQ, HT. Luck has no effect on these rolls. Failure results in a drop of a level. A critical failure, or any roll of 17 or 18 results in the loss of two levels.

Adjustments[]

Longevity changes any roll of 16 or less to a success and only normal failure is possible.

Premature Aging[]

It should be mentioned that Fright Checks can result in premature aging: "hair turns white, age five years overnight, go partially deaf, etc. In game terms, acquire -15 points worth of physical disadvantages (for this purpose, each year of age counts as -3 points)."[1]

Example[]

Classic Chart[]

This converts the Classic stats to percentages

Age 0-1 2 3 4 5 6-7 8-9 10-11 12-13 14 15
ST 10% 20% 30% 40% 40% 50% 60% 70% 80% 90% 100%
DX 10% 30% 40% 50% 60% 70% 80% 90% 100% 100% 100%
IQ 30% 40% 60% 60% 70% 70% 80% 80% 90% 90% 100%
HT 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 100%

Strength[]

Because Classic and 4e use totally different formulas for lifting ST scores below 10 lifted less in Classic.

References[]

  1. Basic Set p 361
  • Basic Set p 20
  • Basic Set p 444
Advertisement