Life Points (LP)
Unlike XP and DP, you will not receive
Life Points
(LP) during the events of the campaign. Instead, they help determine
what your character did before adventuring, as well as between
campaigns if your GM is telling a long story
with the same PCs. Also unlike XP/DP, there is virtually nothing you
can do to "earn" more LP or increase the rate at which you gain it. LP
simply reflects how your character occupies the years of
their life before and between adventures. Although there are some
limits that
prevent LP from correlating precisely with age, the only way to gain
more is simply to get older.
Why LP?
The
purpose of LP is to moderate the actual in-game effects of your
character's backstory,
or of the choices they make between campaigns.
It would hardly be fair
to allow one player to say their character is a simple peasant inspired
to leave home and try adventuring, while another player writes a
backstory of an incredibly wealthy noble who happens to have
connections in every city (oh, and is also good friends with every
prominent leader in every realm). Thanks to LP, the GM doesn't have to
rely solely on their own judgment to subjectively
balance everyone's PCs. Players can come up with whatever kind of
backstory makes any kind of sense, but they will not receive any
benefits
(or drawbacks) during the actual campaign unless they spend the LP to
have
them. To use the above example of the wealthy noble, it's
possible that he did indeed have a lot of wealth and connections. But
unless his player chooses to spend LP on such things, it might have
been so long
ago that it's no longer relevant or helpful.
The
options you spend LP on are called LP Elements. Unless
stated otherwise, all LP Elements can be taken more than once.
Some LP Elements actually give you LP instead of costing LP;
these are negative sides of your character's history that might
introduce difficulties during the campaign.
When in doubt about how to
describe any LP Element in the context of your character,
read the World Lore chapters or ask your GM for
help!
Starting LP
&
Holding LP
Upon
creating a new character, you receive 15 LP.
This is true regardless of whether you have created a particularly
young or old character. This is not only to be fair to other players,
but also reflects a reality in Lur-Asko: characters who only start
adventuring late in life usually do so in response to tragedy or loss.
It's rare for an older character with a happy life and many useful past
successes to turn to such a dangerous profession as adventuring.
Before
perusing the
full list of LP options in this chapter, it is strongly recommended
that you choose your starting Study
first. Some Study Backgrounds
require LP in order to obtain them, and these are usually the most
cost-effective expenditures of LP.
After making sure you don't
need LP for
your
starting Study Background, you still may not want to immediately return
to this chapter if this is your first Legends
campaign. If you are
new to the game, your GM will probably allow you to hold LP for later use.
For example, you may want to hold LP in case you need an expensive
Background in whatever your second Study turns out to be. You may not
yet be familiar with the world of Lur-Asko, and may want a few sessions
to think
further about your character's past.
If your GM is doing an advanced
start,
you are a
veteran player, or you simply have a clear idea of the character you
want to play, proceed on through this chapter with any LP remaining
after choosing your starting Background.
LP Between
Campaigns
Your character gains 1 LP at the end of a campaign,
and continues to accumulate LP at a rate of 2 per year between
campaigns (unless they are imprisoned, indentured, or otherwise
deprived of normal living). Spending this LP upon beginning the next
campaign reflects
how your character has been spending each half-year of time.
If 5 years have passed without
the start
of a new
campaign, the LP rate slows to 1 per year. Once 9 years have passed
(and you have gained 14 LP, plus the 1 from the campaign ending), LP
stops entirely. This is for a reason
similar to the limit of 15 on starting characters: characters with a
decade or more of normal life between adventures tend to only resume as
a
result of tragedy. Even if this is not the case, non-adventuring
characters tend to eventually start spending their time and resources
on mundane, happy parts of life that aren't as potentially useful to
their next adventure. Characters who are truly ambitious with their
adventuring life tend to not let 9 or even 5 years pass between
adventures.
LP produced between campaigns
cannot be
"held."
Instead, you can partially pay for the LP element you are trying for
next. This may be an interesting development in your character's life
story - for example, if you have partially paid for a Culture
Background, perhaps the start of the new campaign interrupts your
schooling.
Although LP is mechanically
gained at a
set rate per
year, you are not required to precisely tie this to the chronology of
your character's story. For example, if you spend 2 LP on Trauma
Recovery and several more LP on other Elements, you are not obligated
to say "my character spends 1 year in counseling for trauma, then
moves on to ____." If it makes more sense (or is a better story), you
might say that your character is working through their trauma while
doing ____, perhaps a bit more slowly than if they didn't have to. You
may still arrange your LP expenditures in whatever order you like for
rules purposes (for example, obtaining an Investments Element before
some Coins Elements).
Maximum LP From
Elements
As mentioned, some Elements give you LP
rather than
costing LP. However, you
cannot gain LP from Elements in an amount
greater than 50% of the LP you gain normally.
In other words,
if you gain 15 LP to start or between campaigns, you can gain a maximum
of 7 LP from Elements.
Consequences of
Elements & the Campaign Storyline
Much like how the party's
best-laid plans might fail during the actual campaign, the GM is never obligated to
allow you to access the perks of LP Elements which do not have specific
rule mechanics. Likewise, the GM is not obligated to
confront you with difficulties from Elements that gave you LP. They are
always
encouraged
to do so, in order to provide your LP Elements with genuine benefits
and consequences. Still, always remember that the story and events of
the campaign take priority over those of your backstory and its LP
Elements. The campaign is the story of your party's adventures, not
your own character's past. You might spend LP
to have a safehouse in a
city, but that safehouse is not magically protected if your GM's
storyline happens to involve that city being invaded or destroyed, nor
is the campaign mandated to take place in that city. The
GM will do their best to include the party's LP
Elements, but they are juggling a lot of other plot elements as well -
be kind and allow them to have the final say.
On a similar note, you will not have LP
refunded if
any particular element is "expended" in some way by the events of the
campaign. It might be the above example of your safehouse being
destroyed. Or maybe someone spent LP on a contact, and the party's
actions
during the campaign got that contact killed. Maybe you just spent all
of the coin from your LP Elements on grenade launcher ammunition, and
shot all of it off during the campaign's battles. LP Elements can put
you in a better position at the start of the campaign, but once the
campaign begins, all bets are off.
Finally, LP is not the only
way to obtain the things described by LP Elements. Once again, campaign
events take center stage: in the course of the party's story, you may
pick up a huge benefit (or a huge setback) that would require a hefty
load of LP to produce from your backstory. LP Elements are
behind-the-scenes developments you can easily bring about, but you
should expect the events of the campaign to overshadow them.
Adventuring, by definition, is interesting, and it "moves faster" than
the mundane years before and between campaigns.
For all these reasons, try not to fret
about your LP
choices too much. They are an important part of the world, but not a
main focus of Legends.
Pick
what sounds interesting and makes for a backstory that you like, but
save your blood, sweat, and tears for choosing Abilities - nothing
except your character's death can take those away.
LP ElementsStudy Background
LP Cost Varies
As mentioned above, the
most useful
expenditure of LP is usually to gain your desired Study Backgrounds.
The costs for these will be listed in the Backgrounds themselves. You
are free to spend
LP on a Background for a Study you have not yet earned the XP to enter;
your Background training simply does not "click" until you gain your
first tier. Some Backgrounds do not require LP to obtain.
Coins
Costs 1 LP
This Element reflects time
and effort spent
on gaining money, whatever that may look like for your character. For
every 1 LP spent, you receive 100 coins.
Past renown tends to open doors when it
comes to
money-making connections. Consider the renown of your character at the
end
of last campaign; multiply the coin by 1/4 of this number, if it was at
least 5.
For example, if your character's end-of-campaign renown was 15, you
gain 375 coins from each 1 LP spent on this Element.
Some other LP Elements modify the coin
obtained
through this one. If you have such Elements, do the math for renown in
this Element first, then any other Elements involving multiplication,
then any other Elements involving addition. Round down only at the very
end.
Political
Connections
Costs 8 LP
Your character enjoys
special privileges with
the ruling class of a certain city. Each time you take this LP Element,
you must associate it with a single major Lur-Asko city. Within that
city, you gain the following benefits:
-An easy audience with the ruler(s) of
the city.
This might be an elven Padishah, a human baron, a Cevelkian Vampire
Lord, a Macskan daimyo, a Nanic Praetor, or even the wealthiest members
of a Preamblian
city.
-Some amount of "blind eye" from the
city garrison.
Guards who might normally be persuaded to leave you alone will instead
do so immediately. Guards who would normally arrest you might be
persuaded not to. If you do something so egregious that you are definitely
arrested, you might be offered bail or receive a special appeal to the
rulers.
-For every 1 LP spent in the Coins
Element, you
receive 100 additional coins for each Political Connections Element you
have.
This Element can be taken multiple
times, but no more than once per city.
Business Connections
Costs 6-12 LP
Your character can access
better deals due to a
good relationship with certain merchants. Each time you take this LP
Element,
you must associate it with a single major Lur-Asko city, as well as a
single chapter from the Equipment section of the rules (for example,
Ranged Weapons or Armor & Shields; if you choose Devices, you
must
also specify a certain sub-chapter). When within that city and buying
or selling an item with a price listed in that chapter, you receive the
maximum benefits of haggling,
without actually having to haggle. That is, you can buy the item for
80% of its normal price, or sell it for 60%. This effect does not stack
with normal haggling, but can be effective even within Nani.
If you spent 6 LP on this Element, it is
only
effective on items with a normal price no greater than 500 coins. This
amount is doubled for each additional LP you spend on it, to a maximum
of 32,000 with 12 LP. Between campaigns, LP can be added to this
Element to "upgrade" it, until you reach this maximum.
For every 1 LP spent in the Coins
Element, you
receive 50 additional coins for each Business Connections Element you
have.
This Element can be taken multiple
times, if associated with a different city and/or equipment chapter each time.
Lasting Renown
Costs 1 LP
Whether by charity,
charisma, or literally
hiring bards, you spend the necessary time and money to remain in the
public eye between adventures. This Element can be taken multiple
times, but you must spend 250 coins to take it; every time you take it,
the cost of the next one is doubled (to 500, then 1,000, then 2,000,
etc.). Each time you take this Element, your minimum renown value for
the purposes of between-campaign decay (normally 1/25 your XP Net
Worth) is raised by 5, to a maximum of your actual renown value at the
end of the last campaign.
When the next campaign is over, the
cost of your next Lasting Renown Element is reset to 250, provided you
gain at least 1 renown during that campaign.
Local Renown
Costs 6 LP
Due to the peculiarities of
a certain city,
your character enjoys lasting fame there. Each time you take this LP
Element, you must associate it with a single Lur-Asko city. Within that
city and its domain, your renown is considered to be 8 higher, and is
always fully effective. Since neither time nor slander can reduce your
renown
below 0, this means you will always have at least 8 renown in that city.
This Element can be taken multiple
times, but no more than once per city.
Safehouse
Costs 2-10 LP
Your character gains access
to a location in a
major Lur-Asko city that they can use as a base for themselves and
their party (or at least crash at for a little while). The nature and
quality of the safehouse depends on the LP spent, and should be
discussed with your GM. 2 LP will typically indicate a simple house,
with no major benefit other than saving your party money on tavern
rooms and staying out of sight. 6 LP might indicate a base that is
either fortified or luxurious (giving the benefits of luxurious
accomodations to rest), while a 10 LP safehouse might be both.
Contact
Costs 2-6 LP
You have a trusted contact
who can provide
you with potentially useful information. The contact will know
significantly more than the average person about what is happening in
their area of focus, though they will not know well-hidden secrets.
While you should not expect the GM to tell you every single minor rumor
the contact has heard, this Element can provide useful warnings and
opportunities if your party's quests happen to take them through the
contact's focus area.
The LP cost depends on the scope of the
contact's focus:
For 2 LP, the contact keeps you apprised
of the
events within 1 major city and its rural domain. For 4 LP, the contact
watches events throughout 1 realm. For 6 LP, the contact instead
focuses on the dealings of a certain faction.
All contacts will typically be able to
contact you
via a large commstone device, or through Lur-Asko's message services.
Investments
Costs 5 LP
Your character spends time
gaming the market
forces of Lur-Asko in various ways, making future uses of the Coins
Element more lucrative.
Start with the number 10; add to this
number 1/4 of
your Culture tier. If you have the Economist or Profiteer Background in
Culture, add your full Culture tier instead. Finally, if this is not a
new character, add 1 for every
100 coins you had at the end of the last campaign. Turn the result into
a
percentage increase to the amount of coin gained via the Coins Element.
This Element can be taken multiple
times, each one
increasing the yield of future Coins Elements; if you do this, add
together all percentage increases before applying them to any Coins
Elements (for example, if you have one Investments Element worth +25%
and another worth +32%, the total effect on any Coins Elements will be
+57%). If you have 5
Investments Elements already, taking another one will replace the
effect of the earliest one.
Trauma Recovery
Costs 2 LP
This Element lowers your
lasting trauma by an
amount equal to your trauma factor. You may adjust the amount of LP
to remove a proportionally lesser or greater amount of lasting trauma
(for
example, 1 LP to remove an amount equal to 1/2 your trauma factor).
Staying Sharp
Costs 1 LP
You spend time keeping your
adventuring
skills honed, despite not being in an active campaign. This Element can
be taken multiple times, and each one cancels out 4 points of XP
stagnation from years between campaigns (but not the initial 10 points
from finishing a campaign). In other words, spending 1 LP every 2 years
will prevent you from taking additional XP stagnation.
Staying Interesting
Costs 1 LP
You spend time keeping your
personal life from stalling out,
despite not being in an active campaign. This Element can be taken
multiple times, and each one cancels out 4 points of DP stagnation from
years between campaigns (but not the initial 10 points from finishing a
campaign). In other words, spending 1 LP every 2 years will prevent you
from taking additional DP stagnation.
Retraining
Costs 1 LP
You may make a single swap
using the swapping rules found in Studies
or Tiered Conditions.
Alternatively, you may use this Element to change your chosen initial
stats, "moving" around the 6 points you received (see Species). After using this
effect, remember to reevaluate your bINT increases from Study XP, as well as any Athletics Abilities that
refer to initial stats.
Tiered Conditions
See Liches, Sorcerers.
Restitution
Costs 2-7
LP
Choose a Personal Enemy or
Local Pariah
Element that you obtained before your previous campaign. By "paying
back" the LP you gained from that Element, you can remove it.
Personal Enemy
Gives 2-7 LP
Another character or group
has a grudge
against your character. The danger of such an enemy depends on the LP
you want to gain from this Element; typically, a 2 LP enemy will be a
nuisance and inconvenience to you, while a 7 LP enemy will be a grave
threat. Powerful characters make more powerful enemies, therefore the
danger of the enemy will scale to your own Abilities.
The classic use of this Element is an
enemy who will
literally hunt and try to kill you. However, the GM may use it to
oppose your character in whatever area you specialize in. For example,
if you and your party's quest involves a lot of social actions and the
Study of Appeal, this Element might produce a high-Appeal social enemy
who constantly slanders you.
Although such opposition may obviously
harm your party as well, this is a personal enemy
who is out for your character specifically. Typically, the enemy's
motivation is also personal,
and they cannot be reliably placated with coin or other bribery.
This Element cannot be taken more than
once, unless
you permanently defeat the enemy during a campaign, in which case you
may take the Element again after the campaign for a new enemy.
Local Pariah
Gives 2 LP
Choose a major city of
Lur-Asko; this must be
a city in which you have neither the Political Connections nor Local
Renown Attribute. For whatever reason, your character is extremely
unwelcome in this city, and will likely be arrested and imprisoned if
seen there. The city will not send bounty hunters after you (unless you
pick this as the narrative flavor of a Personal Enemy Element), but it
is basically off-limits to you unless you can stay disguised or
hidden.
This Element can be taken multiple times
over your
character's life, but no more than once for a starting character and
once between campaigns. It can only be taken once per city, and usually
cannot
be removed except via the Restitution Element.
Out of Shape
Gives 1 LP
Taking this Element
inflicts temporary
penalties to STR, DEX, CON, and/or SPD. You choose how the penalties
are divided between the stats, but altogether they must add up to -4,
and each penalty cannot be greater than 50% of the base stat (for
example, if you have 6 bSPD, the penalty to SPD can be no worse than
-3). During an active campaign, these penalties are removed at a rate
of 1 point every 15 days (you choose in what order the points are
restored).
This Element must have its penalties
fully removed before you can take it again.
Burnout
Gives 1 LP
For every 1 LP gained
through this Element, you receive 4 points of XP and DP stagnation.