My girlfriend recently tried to run a campaign where we all started at 6000 xp, just to give us a chance to play high powered PCs. However, although it was actually a rather fun game, we had a few oddities such as a 16 yr old PC with bags of XP and several characters with 3 or 4 starting fate. (in our normal games this would be highly irregular, most of our PCs barely make it past 200 xp with more than one fate).
In order to try and address this i knocked up this table to roll on. Please note its meant to be a 'punishment table' , and not balanced, in order to mess up a high xp character who got there by GM fiat rather than hard slogging roleplay. Feel free to steal it/comment on it etc
For each full 1000xp your character starts above the first, roll once on the table below (D100):
1-10: Brush with Death: Begin with -1 Fate permanently; if you have no fate remaining, the character is killed.
11-15:Injured in the Line of Duty: Roll a further d10 and gain the appropriate permanent injury, randomising left or right as needs be: 1) Deafened, 2-3) Loss of one eye, 4-5) Loss of a hand, 6-7) Loss of an Arm, 8-9)Loss of a Leg, 10) loss of a Foot . At the GMS discretion you may start with a bionic replacement of a quality befitting your stature in Imperial Society.
16-30: Unhinged: Gain D5 Insanity points
31-45: Witness to the Warp: Gain D5 corruption points
46-60: Old War Wound: Begin with -1 Wound permanently.
61-70: Passage of Time: Increase your age by one year
71-80: Ravages of Time: Increase your age by d10 years
81-95: It’s a Hard Life: Gain an extra ‘Quirk’
96-00: Experience Maketh the Man: Gain one Lore or language at Basic. This should be appropriate to your experiences within the time frame, and is ultimately at the GMs discretion.
Example: The GM wants to play a higher level campaign and starts the PCs off with 4000xp. This means that Bob the Scum rolls 3 times on the table above, getting a 27, a 78 and a 13. He therefore gains D5 insanity points, getting a 3; increases his age by D10 years, rolling a 7, and getting a permanently injury. This time he rolls an 8, meaning his lost a leg. The GM refuses to grant him anything but crude bionic, resulting in Bob sporting a peg leg.