Character Description

The description passages are provided to get the player thinking creatively about the more cosmetic aspects of character, in terms of the character as a real person with a physical appearance. A much more comprehensive set of tables is provided to help you through the process of creating interesting NPC’s on the fly under the heading “NPC’s & NPC Generation”.

Character appearance can greatly enhance characterization by providing the player with some colorful, visual input, creating a greater sense of completeness, providing a stronger foundation upon which the character’s personality can be built. This can add greatly to the initial individuality of the character. The 6-9. and 6-9.b tables have been provided as a ready source for the cosmetic side of the character’s description, BUT are completely optional, like the Star Sign table previously, while the procedure for determining height and weight, like age previously, is not.

Appearance: Interpretting Attributes

Many players are concerned that their character’s appearance, as reflected in their physical scores, fit the images they build up in their minds during character generation. When the player is buying scores for his character’s attributes he should keep in mind what those scores say about the character, especially in regards to his physical appearance – how they will make the character LOOK, and how that is likely to be received by the denizens of the gameworld in which he lives. As mentioned, STR and CND must be viewed in relationship to the character’s STA, to determine what the visual effect actually is, however, the actual height itself can be important, too, as it influences the character’s proportions if altered from the result provided by table 5-5., previously This should explain what the physical statistics mean in more visual terms.

The higher the character’s STA (taller the character) the higher the STR will have to be for the muscle size to really show at any time other than when the’ character flexes or exerts himself. The taller a character who has only average STR and CND is, the longer, bonier, and lankier that character will appear. Of course, a character of average STA and STR with a high CND may also appear thin, but this will due to the fact that his muscles are longer and leaner with more definition, made for endurance.

The higher the CND, the more visible and pronounced the play of the muscles under the skin are, and the more visible the character’s surface veins are, especially when the character exerts himself.

High STR provides big muscles, of course, but without a good CND score: they are smooth, and only the divisions between major muscle groups are: visible. The shorter the character of high STR is, the larger the muscles will appear. Players trying for the bodybuilder barbarian look will need high STR for muscle bulk, but also high CND for high definition, and shorter than average height for their race, as well as a couple inches shorter than average for their STA score for more apparent thickness. Half-trolls, half-ogres, and dwarf characters are thick by nature, Medium-Heavy to Heavy in Build to start with, so following these tactics will yield almost cartoonish results – if that is what the player is looking for.

Character Height

Quick Method

In the interest of expedience, the result appearing on table 4-1. in the “Height” column for the character’s raw, original STA score is taken as is.

Custom Method

The result appearing on table 4-1. in the “Height” column for the character’s raw, original STA score is the character’s base height.

The player may vary the character’s height up to 2 inches taller or shorter than the result appearing on table 4-1. in the “Height” column.

IF the player shortens his character, he then appears just a bit broader and more stout, stockier than other characters who have the same STA score who are taller. If the player makes him taller, the character appears a bit longer and lankier than characters who are shorter with the same score. At the average height indicated by the average score for his race, the character has standard proportions for his race, from head to toe.

Every 1/2 inch of increase in height costs 1DP.

Every 1/2 inch height is decreased the player receives 1 DP.

Character height is used to determine weapon sizes, Zone of Control and Reach among the Tactical Attributes.

4-1. Character Height by STA

Score Height Score Height Score Height
10 3ft. 20 5ft. 6in. 30 8ft.
11 3ft. 3in. 21 5ft. 9in. 31 8ft. 3in.
12 3ft. 6in. 22 6ft. 32 8ft. 6in.
13 3ft. 9in. 23 6ft. 3in. 33 8ft. 9in.
14 4ft. 24 6ft. 6in. 34 9ft.
15 4ft. 3in. 25 6ft. 9in. 35 9ft. 3in.
16 4ft. 6in. 26 7ft. 36 9ft. 6in.
17 4ft. 9in. 27 7ft. 3in. 37 9ft. 9in.
18 5ft. 28 7ft. 6in. 38 10ft.
19 5ft. 3in. 29 7ft. 9in.

Character Weight

To determine a character’s base weight, find the base on table 4-2. for the character’s weight, according to the Build of his race.

4-2, Base Weight and Modifiers, by Build

Build Base Weight Modifier
Light 101 19
Medium-Light 122 22
Medium 135 25
Medium-Heavy 169 31

For every point by which the character’s (raw) STA is greater than 20, add the number listed in the “Modifier” column of table 4-2., according the Build of the character’s race.

AND/OR

Add 6 for every point by which the character’s STR is above 13.

AND/OR

Subtract 6 for every point by which the character’s (raw) STA is below 20 and/or STR is below 13. 

Add 2 per point by which the character’s CND is below 13,

OR

Subtract 1 per point by which his CND is greater than 13. 

Low CND indicates that the character is carrying around some excess weight, while higher CND makes the character leaner.

IF the character is female reduce her resulting weight by 10% (multiply by 0.9, or move the decimal one place to the left and subtract the result from the original amount) to determine her actual weight.

IF the player took advantage of the opportunity to modify his character’s height from the score indicated by his STA score, he should add 6 pounds for every inch by which he raised the character’s height, or subtract 4 pounds for every inch by which he lowered it.

The result should be divided by 14 and expressed in “stone,” with any remainder stated in pounds. 

For the purposes of play, whenever a weight is spoken of in stone and pounds it is stated as “(x) stone and (x),” the latter (x) being the remainder is assumed to be pounds, even though “pounds” itself isn’t stated. Once “stone” has been mentioned it is understood that any appendant number, which must be less than 14, are any odd pounds of the weight.

While the stone is the appropriate measure for the period of the game, it was also one of the most ambiguous measures in use at the time, ranging from 7lb’s to 21lb’s depending on what goods were being weighed. Since people didn’t weigh themselves (why would they?), for the purposes of the game we have chosen to use the stone of 14 pounds which was in general use by merchants for assorted goods that didn’t have a special stone-weight of their own. 

IF the player took advantage of the opportunity to modify his character’s height from the score indicated by his STA score AND wants to maintain normal proportions for his STA score, he should add 8 pounds for every inch by which he raised the character’s height, or subtract 4 pounds for every inch by which he lowered it. Otherwise he should leave the weight the same, and allow the difference in height to simply change the character’s proportions, slightly stockier if he was made shorter, or longer if made taller. This is at the player’s discretion.

IF a character seems heavy, the player should check his STA and STR scores. High (above average) STA and STR scores naturally yield a heavier character. While the player may alter these figures (GM’s discretion), the weight figures generated here are actually be fairly accurate according to the character’s scores and height.

This is as specific as RoM gets in describing the body’s specific measurements, proportions, and size. The rest is up to the player, his imagination, and that of any artists in the gaming group willing to draw portraits.

It is important that you and your players understand and remember that the characters have no idea how tall they are in the precise terms of feet and inches quoted here unless they make the effort to get hold of a measuring rod of some sort (generally only be marked in feet, anyway) and then have some craftsman measure off any odd change in smaller units they (the players) can understand. The actual measure used depends on the craftsman’s trade (see period measures in the Appendices). If a player insists on going to all this trouble, he is going to be considered very strange by the craftsman and everyone else in town after that little tidbit circulates around town afterwards.

The quoting of the character’s height in precise feet and inches on the record sheet is simply a necessary evil.

Height is included only for the fact that the player needs it to determine things like: weapon lengths, Zones, and other combat statistics required for the tabletop war gaming aspect of the game, otherwise it would not be present at all.

The same are just as true of weight. The character has no idea how heavy he is in the precise terms quoted here unless he makes the effort to go down to the local marketplace and then pay the keeper of the Great Beam to weigh him, while everyone looks on. If the player insists on going to all this trouble, he are considered very strange by everyone who witnesses the scene and everyone they tell about the incident afterwards. A quick way to alter one’s reputation and not necessarily for the better.

Again, the quoting of the character’s weight in precise terms on the record sheet is a necessary evil Weight is included only for the fact that the player must keep track of his character’s ENC and some situations require the character to pull his own weight in addition to the loads carried, literally, or for a party member to lift, push, or carry the character’s weight, so the player must have that figure to account for it. Otherwise it would not be present at all.

It is important that the player understand that the presence of precise measures on the Character Record Sheet is not a license for’ the player to refer to it or use it as character knowledge during play. The player must make do with generalizations and comparisons with his party members, the GM letting the PC’s know who is taller or heavier than whom.

Character Coloration

This aspect of character description is completely optional and may be disposed of either by choosing whatever appeals or by rolling 2d10 or taking the best of three throws (player’s discretion). Tables 4-3. and 4-3.b the player may quickly generate the details of hair and eyes. If nothing else, these tables can give the players ideas, get them thinking about what they like. Players should be able to just throw the dice to see if anything catches their fancy.

IF the player wants to modify hair color, eye color, or hair length result he has rolled, he should feel free. The player can compare the results he rolls or his general idea for his character’s coloration with the description of his character’s race in general terms like quality and coloration of complexion, and other similar factors specific to the character. If the character has the leisure and/or domestic help to help him/her take care of it, he or she could have luxurious tresses like Rapunzel, braided and pinned up out of the way for daily wear or worn loosely gathered and draped over an arm. And texture and body should not be forgotten, either.

4-2. Eye Color                                                           4-3.a Hair Color

2d10 Color 2d10 Color
2 China Blue 2 Raven Black
3 Ice/Sky Blue 3-4 Chocolate Brown
4 Blue-Gray 5-6 Chestnut
5-6 Hazel/Blue-Green 7-9 Medium Brown
7-8 Hazel/Green-Brown 10-11 Sandy Brown
9 Green-Gray 12 Auburn
10-12 Brown 13 Deep Red
13 Steel Gray 14 Copper Red
14 Black 15 Strawberry Blonde
15-18 Moss Green 16 Golden Blonde
17 Emerald Green 17 Ash Blonde
18 Golden/Tawny 18 Flaxen
19 Violet 19 Silver Gray/Snow White
20 2 colors, roll again 20 White temples or White wing or lock

4-3.b Hair Length

d10 Male Female
1 Bald Short (just past ears)
1-2 Short (cropped close) Medium (to shoulders)
3-5 Medium (just past ears) Medium-Long (to mid-back)
6-8 Long (to shoulders) Long (to hips)
9-10 Extra Long (to mid-back +) Extra Long (to calves +)

The character’s hair might be straight as an arrow, almost lank, or have long, soft full-bodied waves or shorter stronger body waves, loose natural ringlets, or a veritable wreath of luxurious curls, or a mass of tight, wild curls, or be prematurely graying ~ salt & peppery, have a single streak or lock of gray or white (popular for magick-wielding characters), particularly at the temples for men like Marvel’s Doc Strange. It might be dry, frizzy and unmanageable, have a dreadful cowlick or two, or be lank and greasy unless cared for daily. Then again, the character could always just shave himself bald. That would give him an excuse to gossip with the local barber every week or so.

Character BTY scores should have a direct influence over your decisions in this area, however; that’s one of the things that score is there to indicate.

Distinguishing Marks

One more possibility provided purely for its cosmetic value and the statement it can make about the character’s well … character, is a Distinguishing Mark. This is included to amuse the Gm and players, alike. The point of these is to distinguish a character, to make him in some way remarkable and memorable on sight. Characters that work the seamier side of society for their daily bread should not be given such mark(s) as it makes them more easily remembered, should the character’s exploits come back to haunt him.

Players should keep in mind the fact that, if all characters are given a “distinguishing mark” such as those represented here on the following table, they cease to be … well, distinguishing.

Some of the entries have superstitious significance. Those with a single brow and especially those who are also hirsute are commonly attributed with lycanthropy – believed to be werewolves. Having eyes of two different colors is commonly believed to signify the power of the Evil Eye. The GM, may make these superstitions the truth, as has been done with so many others in the game – or not.

4-4. Distinguishing Marks

D20 Resulting Mark
1 Roll for 2nd Distinguishing Mark, ignoring further results of “1”
2 Big nose, from a proud “Roman” nose to a prominent “Johnny Bull” or a stupendous “Cyrano de Bergerac”
3 Thunderous/Prominent Neanderthal Brow
4 High, Square forehead (fashionable)
5 Lantern Jaw or Weak Chin
6 Bull Neck or Swan/Giraffe Neck
7 Pierced in one or more places, either visibly (nose ring, brow, upper portion of the ear, etc.) or not readily visible
8 Receeding/Balding, Partially Bald
9 Widow’s Peak or Totally Bald
10 Hirsute, either partially or head to toe
11 Small Facial Scar, adds character
12 Extensive Horrific Scar(s), roll for AoD located
13 Continuous/Uni-Brow
14 Flat complexion, pale and sallow, like a sack of suet (below avg. BTY only)
15 Obviously missing 1 or more Teeth
16 Eyes Two Different Colors (cursed)
17 Afflicted with acne blemishes, facially for certain, but perhaps also across the body, regardless of how far past puberty the NPC is (below avg. BTY only)
18 Stupendously Pendulous Earlobes, or wears large/gaudy earring(s)
19 Naturally Smooth, no body hair at all
20 Beauty Mark; Facial Mole(s)/Wart(s), 1 or more (a proliferation may rule out above average BTY)

These Distinguishing Marks are not intended to be definitive by any means, but representative and certainly open for additions of your own inspirations in this area.

Birthdays & Star Signs

Roll d100 on table 4-5. OR choose to determine the character’s zodiac or sun sign and elemental alignment by birth. This may seem an unimportant detail, perhaps only of even passing interest to those who deal with the gods or magick. A number of players may well be delighted to find it here, while others may well wish to ignore it, but it can actually have an effect in play on ALL characters.

To find the day of birth, roll d100 and multiply the % result by number of days of the sign, rounding all decimals UP. 

  • For example, IF the player rolls a result of “34” after determining the character was born a Pisces, the player would multiply the 28 days of the sign by 0.34, which comes to 9.52, or 10. This indicates the character was born on March 3rd.

The player is of course just as welcome to choose his character’s birthday with a sign of his liking OR choose a sign and use the same method for randomly determining the actual date of birth.

To aid in this decision he should check the descriptions of the star signs provided in the Grimoire for convenience. This information affects every character who uses any form of magick, all Witches, Mystics, Wizards, Hedge-Wizards, Hearth-Witches, WiseWomen and CunningMen, as expected, BUT affects all characters to some extent.

If the character is a practitioner of magick, you should check the character of the magicks available in case they are affected by the element of the natal star sign, to make sure the magick agrees with you and your character concept.

For the players’ convenience in creating characters, this passage on determining birthdays and star signs appears in the PG in exactly the same form, as well. This saves the GM from having to take care of this detail which are of far more interest to the individual players.

If the calendar in the GM’s world is different from the standard Real World calendar, or the signs of the astrological calendar have been altered (as discussed in Chapter 2. of Part II., and also in the Grimoire), he must be sure to let the players know and provide them with the particulars so they can determine this bit of information for themselves. There really is no reason why they shouldn’t, and their doing so certainly saves the GM from having to do so.

4-5. Star signs & Elemental Alignments

d100 Date of Birth Sign Element
01-08 January 22 – February 21 Aquarius Air
09-16 February 22 – March 21 Pisces Water
17-25 March 22 – April 21 Aries Fire
26-33 April 22 – May 21 Taurus Earth
34-41 May 22 – June 21 Gemini Air
42-50 June 22 – July 21 Cancer Water
51-58 July 22 – August 21 Leo Fire
59-66 August 22 – September 21 Virgo Earth
67-75 September 22 – October 21 Libra Air
76-83 October 22 – November 21 Scorpio Water
84-91 November 22 – December 21 Sagittarius Fire
92-00 December 22 – January 21 Capricorn Earth

 Character Age 

A character’s age when he is first brought into active play and commences his game life is governed first by the trades with which the player equipped him, then by any aspects of his background that impact age (the Prodigy or Veteran backgrounds in particular, as applicable), and is only afterwards subject to the player’s own vision of his character. It simply isn’t believable for a character to practice 5 Trades at upwards of TR5 and still only be 21 years-old … or less.

While the point in game-time at which a player begins to play out his character’s life might be pegged to a predetermined number according to when he reached adulthood, it takes time to take an education, learn skills, hone them, serve out the terms of apprenticeships, and so on. The different portfolios of trades/skills the characters all have took different amounts of time to learn, according to their natures.

The age at which a player takes up the reins of his character’s life to begin adventuring is determined according to the amount of knowledge the player equipped him with, rather than simply by picking a number that seems likely.

The base age for all characters is 14, regardless of race or sex.

Find the Trade that adds the greatest age modifier from among the Trades the character is equipped with (as applicable) on table 4-6. and add this.

Add half the age modifier quoted on table 4-6. for each of the remaining Trades the character is equipped with (as applicable).

Those Trades that also appear on the Life Skills roster do not add to the character’s age at all.

Skills and skill bundles that only appear on the Life Skill roster do not affect a character’s age, either.

IF a player gave his Custom Method character the special heritage trait of Prodigy when determining his background, subtract (1 per 4 points of the POT) taken in that Trait from the number of years that Trade normally adds to that character’s age.

IF a player gave his Custom Method character the special heritage trait of Veteran when determining his background, add the POT taken in that Trait to the character’s age at this time.

The age at which most children were commonly put to an apprenticeship or engaged in higher education in the period of the game varied from age 12 to 16, the same age by which most girls were expected to marry, but 14 being the most common. The usual term agreed upon for an apprenticeship was 7 years (although this could vary greatly depending on the trade), so that the apprenticeship would be completed by 21, the commonly acknowledged age of legal majority in England. The course of education took longer, doctorates taking to the age of 24 to 26. The youngest age at which any clergyman was presented to a benefice in the Church was 26.

Age also affects a character’s point of view. The Veteran background element in particular gives him experience of the horrors of war, which radically alters his point of view, in addition to possibly also giving him the perspective of a few (or more) additional years.

IF a player wants to create a character whose age is determined to be upwards of 30+, a fair amount of additional background information becomes necessary – whether or not his parents are still alive and the marriage status of his siblings and the ages of their children, nephews and nieces, all must be determined by you, as GM.

Those playing older characters are likely to come quiz you on the highlights of recent history in your game world that these characters would know, as having occurred while they were growing up. These characters’ memories stretch back further than most starting characters, who tend to fall in the 20 to 25 year-old range. Such older characters allow you an opportunity to bring in plot hooks tying in events that may have occurred before most of the party was born. Such an approach is especially appropriate for Scholar characters of advanced age, who are likely to also have an interest in history to begin with.

4-6. Starting Age Modifiers, by Trades

Character Trades Mod
Beast Master, Boatman, Farmer/Gardener, Fyrd, Husbandman, Jongleur, Knave-Padfoot, Leechcraft, Mariner, Mountebank, Player, Rogue, Recommender +3
Chapman, Scholar-Master of Grammar (Clerk), Watchman +4
Courtier, Scholar-Magister, Knave-Cutpurse, Knave-Draughlatch +6
Assassin, Craftsman (inc. common Artisan), CunningMan (any), Huntsman, Knave-Forger (any), Merchant, Midwife, Barber, Minstrel, Surgeon, Warrior +7
Craftsman/Smith-Artisan (any), Herbal, Apothecary, Hearth-Witch (any), Hedge-Wizard (any), Troubadour +10
Craftsman-Artificer, Craftsman/Mason-Architect, Druid-Bard, Druid-Fiana, Scholar-Physician, Scholar-Lawyer, Scholar-Alchemist Simple +12
Druid-Fathi, Druid-Fili, Druid-Smith, Witch +14
Scholar-Wizard (any), Scholar-Alchemist Wizard +16
True Druid, Druid-Brehon +20
Mystic 3d5+3

Life Expectancy & The Effects of Aging

Every character, both PC and GM’s NPC, gradually grows older as time passes in the game world. Over the course of play, it may become desirable for you to “fast-forward” a few years in game-time when there is a lull, picking up another episode or series of adventures only after certain key events have occurred. The players may request such a fast-forwarding when there are events they want to transpire before they rejoin the flow of events. This is the perfect opportunity to show the PC’s that your game world is alive, organic, changing over time – and also how some things somehow remain the same.

The march of time doesn’t mean the same thing to all characters. Wizards may in time discover the means of restoring their youth, or extending the time they have remaining, and those of the Mystic, Witch and Druid ilk are naturally preserved by the special brand of power they wield. Thus, not everyone lives the same span of years, even among those of the same race.

The expected life spans quoted in the race descriptions represent the span of years that the people of that race can expect to live barring any unforeseen mishaps, accidental and/or violent death, BUT they are only averages. They really only apply to average people, those with average scores for the race in question, specifically CND, mostly the common run of NPC’s. A character’s overall life expectancy is governed by his CND score, and that determines the point at which he begins to suffer the slow deterioration of his faculties due to age, regardless of whether he is a PC or NPC.

To determine a character’s ultimate natural life expectancy (before any modifiers according to Trade are applied), multiply the average life span for his race, by 1 +/- (0.05 per point of character CND above/below racial average).

  •  For example, a human character with a CND of 18 has a multiplier of 1.25 (18CND – average 13CND = 5; 5 x 0.05 = 0.25; 0.25 + 1 = 1.25). This grants him a natural life span of 75 years, barring any misfortune (avg. 60 years x 1.25 = 75). 

This is good information to have, considering the possibility of getting hexed with a few extra years, or having a Progressive Hex speed up the aging process until stopped or the victim dies of old age. Knowing the lifespan tells you when to implement the effects of aging and also how long a character has to live without intervention. 

In the same vein, a character with a 6CND has a multiplier of 0.65 (average 13CND – 6CND = 7; 7 x 0.25 = 0.35; 1 – 0.35 = 0.65), which gives him a natural lifespan of only 39 years (60 x 0.65 = 39).

Thus, the absolute maximum natural lifespan a human can enjoy is 78 years (maximum 25CND – 13CND average = 12; 0.025 x 12 = 0.3; 1.3 x 60 = 18; 60 + 18 = 78).

Strength

Once a character reaches 5/8th’s of his natural lifespan (lifespan x 0.625), he begins to lose lean muscle mass in the form of points of STR at a rate of 10% over the course of each (1/3rd remaining years) period of time. 

  • For example, a character must have a STR of 18 to avoid being reduced below the STR of an average (human) man by the end of his days (18STR x 10% = 1.8; 1.8 x 3 = 5.4; 18 – 5.4 = 12.6, or 13).

This decline also affects the character’s body weight, independent of the slow increase in weight due to the slowing of the character’s metabolism. 

The GM should prorate the losses in STR over the number of years necessary to lose each point. 

There is no way the character can NOT notice this loss, he should simply be informed to adjust the score on his record sheet, point-by-point as game time passes in play.

The loss of STR affects all aspects of the character that involve STR, such as BP’s, END, Encumbrance values, etc., as those rules that are in play apply.

P-RES/M-RES

Both P-RES and M-RES deteriorate with time at the same rate that STR does.

There is no way the character can NOT notice this loss, he should simply be informed to adjust the score on his record sheet, point-by-point as game time passes in play.

Beauty

For those who toil in the fields and/or work at some craft for their bread, especially one that is hard on the body, generally including most adventurers who regularly ply physical skills and allow themselves to be exposed to and battered by the elements, burned by wind and sun, bitten by cold, losses to BTY begin when the character reaches half of his natural lifespan and it declines at a rate of 10% over the course of every (1/3rd remaining years) period of time. 

For those who are nobles or wealthy or ply a scholarly trade indoors and live the mostly gentle noble lifestyle of administration, and those players who can make a case for their own characters’ having done the same, and especially Courtesans and Courtiers who wear broad-brimmed hats, long, body-covering garments when outdoors, and gloves against the sun, and who follow a strict beauty regimen in the knowledge that their looks are a great part of their stock in trade, the loss of BTY waits until 5/8th’s of their lifespan has passed (lifespan x 0.625), but the rate of decline remains the same at 10% over the course of each (1/3rd remaining years) period of time. The losses for the fastidious and meticulous Courtesan or Courtier following a rigorous BTY regimen are reduced in toto by (1 per 10 SL’s in TR). 

Here again, the GM should prorate the loss in BTY, less the mitigating skills of the Courtesan or Courtier (as applicable), over the passing of years, point by point. 

There is no way the character can NOT notice this loss, he should simply be informed to adjust the score on his record sheet, point-by-point as game time passes in play.

Gradual Weight Gain

When a character reaches the halfway mark of his natural lifespan, he starts to put on weight.

Over the course of the next (1/3rd remaining years) years, he gains [10lb’s – (CND att. mod.)], minimum 1lb, if he has a positive CND att. mod. 

OR 

[10lb’s + (positive value of CND att. mod.)], if he has a negative CND att. mod.

For example, once a character with a CND18 (+5 att. mod.) reaches 33.75 years of age (67.5 ÷ 2 = 33.75), he begins a slow gain 5lb’s (CND att. mod. +5, subtracted from 10 = 5) over the course of the next 11.25 years (33.75 years remaining lifespan ÷ 3 = 11.25), or 1lb. over the course of every 2.25 years (11.25 ÷ 5lb’s = 2.25 years each). By the time Death comes to collect him, he has gained 15lb’s of fat. 

In the same vein, once the character with the CND6 reaches 24.75 (49.5 years ÷ 2 = 24.75), he begins a slow gain of 24lb’s (10 + the positive value of his -14 att. mod. = 24) over the course of the next 8.25 years (24.75 years remaining lifespan ÷ 3 = 8.25), or 3lb’s per year (24lb’s ÷ 8.25 years = 2.9 or 3) until he reaches 24. By the time Death comes to collect him, he has gained 72lb’s of fat.

In this way, the character of average CND puts on 30lbs by the end of his life, regardless of his race. This is fat accumulated due to a gradual slowing of metabolism, to be deducted from the character’s Encumbrance allowance. This change in weight is gradual in its deposition and accumulation, very unlikely that the character even notices it until the first 10lb’s are already in place. 

The weight gain should be prorated over the number of years necessary to accumulate in roughly 5lb increments, and require the PC to make a successful AWA check to discover the fact, and for his friends and party members to notice.

Maximum natural lifespan is 156 for a dunlad or irdan; 662.5 for a dwarf; 650 for a Half Elf or a Half Drow; 165 for a Half-Ogre; 687.5 for a Half Troll; 79.5 for a pumathar; and 82.5 for a wulver.