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.