Tiered Conditions
Studies and their
Abilities form the bulk of what a character can do, but none will
really change what a character fundamentally is. For that, there are
several profound physical changes referred to in the rules as tiered
conditions. Each has a unique set of powerful Abilities, obtained and
improved through tiers which are themselves usually tied to your Study
tiers and depth tiers. In essence, tiered conditions make your
character significantly more powerful. In most cases, they are obtained
later in your adventuring career. Of course, you are by no means
obliged to seek them out - tiered conditions also come with various
drawbacks and difficulties, which range from troublesome to life-consuming.
Be sure to consult your GM about your plans for a
tiered condition; NPC cooperation is virtually always required. GMs are advised to use caution when making tiered conditions available to PCs.
Like Elite Backgrounds, they provide outsized benefits to a single
character, while also threatening the entire party with the negative
ramifications of the condition. Many
conditions have exceedingly demanding requirements to obtain, and many
have tight philosophical connections that can ruin a campaign storyline
that was not intended to deal with those issues. As with Elite
Backgrounds, the most successful campaigns that allow tiered conditions
for PCs allow them equally for all PCs, and a matching-philosophy party
is ideal.
Exclusions
Tiered conditions are usually incompatible with each other. You cannot have more than one tiered condition at once, with only one exception: sorcerers can also be liches. In addition, all tiered conditions other than sorcerer and lich interfere with arcane adamant, making Arcana tiers useless. If you have Arcana tiers, they remain and contribute to your XP Net Worth, but are effectively wasted.
Ability Swapping
All tiered conditions follow swapping rules very
similar to those of Studies. Because tiered conditions have nothing
analogous to Study Backgrounds, any swaps you make will be voluntary.
A single swap is defined as one of either of the following options:
-Exchanging 1 Ability for a different Ability, or for an Ability emphasis.
-Exchanging 1 Ability emphasis for a new Ability
from the same condition, or "moving" the emphasis to another Ability.
You have access to 1 free swap per condition
tier.
In other words, you may make 1 swaps (according to either of the
options above) without drawback or cost, but may not do so again until
you gain another tier in that condition. Free swaps do not need to be used
immediately upon gaining a tier, but they do not accumulate
within a condition - that is, if you gain more than 1 tier without using a
free swap, you still only have 1 free swap available. It is recommended
that the GM only allow free swaps during an overnight rest.
Unlike with Studies, there is no option for training
to obtain an additional swap. If you are between campaigns, you may make a swap for 1 LP using the Retraining LP Element.
Liches
These are undead arcanists animated by their
own adamant, with abilities largely related to protecting their
extended existence. A large amount of LP is required for lich training,
and longer-lived lich types have more severe drawbacks.
Sorcerers
Potentially the most dangerous characters in Legends,
these are Aterr who have accessed an extra level of arcane power. This
comes with increased difficulty in concealing their arcane signature, a
psychic hazard to anyone non-Dark around them, and a huge social stigma
outside of
their own faction.
Vampires
These characters are infected by a
bloodthirsty silicon-based swarm that grants them a useful variety of
abilities. The
downside is a requirement to feed on others, together with Cevelky's
obsessive need to control those with this condition.
Vicars
Dragons channel their own bizarre energy powers
through Vicars, who are the main vessels of their will in Lur-Asko.
These characters are incredibly powerful, but risk losing their
autonomy and identity to the overriding plans of their dragon.