Your character’s age can determine a lot about who they are, what they have experienced, and their outlook on the world. Age is a badge of honour for many in the Imperium, as life in the grim darkness of the 41st Millennium is mercifully short for most.
| Recruit | Veteran | Rejuvenat | Augmented |
|---|---|---|---|
| 17 + d10 | 17 + 2d10 | 50 + 5d10 | 100 + 5d10 |
- Most starting characters in Imperium Maledictum will be recruits, pulled from the early years of duty to their Faction to serve their Patron.
- Some characters might be veterans, surviving the toil of their craft before catching their Patron’s notice. Even the youngest Adeptus Astra Telepathica characters are likely to be veterans, as the gruelling and often deadly training regime required to become a Sanctioned Psyker can take years or even decades.
- A privileged few enjoy the benefits of a rare and valuable chemical treatment called Unknown, ensuring they look and feel young and vital well into a century of life. Elder high- ranking members of the Administratum, Ecclesiarchy, and Inquisition might have access to rejuvenat, as would the richest of noble families and Rogue Trader Dynasties.
- Augmetics are a ubiquitous necessity in the Imperium, replacing limbs lost in battle or during dangerous work. Many members of the Adeptus Mechanicus fully embrace the power of cybernetics, replacing the weakness of flesh with the reliability of steel and electricity, becoming augmented to extend their life span well beyond a century.
The time-dilating effects of Warp travel greatly complicate matters for those who travel across the stars; a passenger may experience a journey of days or weeks before arriving at their destination months or years after departure.