XP & DP Experience Points (XP)

    After every in-game day, the GM will assign XP to characters. Characters gain experience from accomplishments related to their Studies - that is, using their Study Abilities to complete tasks and accomplish great things. Typically, smaller rewards will be handed out daily to individuals who used their Abilities, and larger rewards at the end of significant quests (which will have hopefully involved the Abilities of all characters).

    To assist in determining amounts of XP, GMs may use these examples (though they are not bound to them):

Amount
Descriptor
Examples (daily)
Examples (end of quest)
0 XP Negligible
The character’s deeds, if any, were too unrelated to their Studies. N/A
1 XP Trivial
The character's deeds did not have much of an impact, but they did technically use their Abilities today. N/A
2-4 XP Standard
The character has performed what one would expect of them on a typical day of active adventuring. A quest has been completed, but it barely qualified as a true adventuring job.
10-15 XP Noteworthy
The character’s Abilities had a distinct positive impact on their party's task, and/or their accomplishments distinguished them from their peers in some way. A quest of moderate impact has been completed - something on the level of a common bounty, a cleared ruin, a dangerous caravan escort, a wartime mission, or a delicate negotiation.
30-40 XP Impressive
The character rose to a great challenge, singlehandedly accomplishing an extraordinary feat. A quest of significant impact has been completed - something on the level of a longstanding high-coin bounty, a lengthy ruin expedition, a long military operation, or a complicated feat of diplomacy.
80-100 XP Grand
N/A
A grand quest has been accomplished, and it has notably altered the fate of a city or realm.
200-300 XP Legendary
N/A
An epic quest has been accomplished, and it has changed the future for all Lur-Asko.

    Whenever XP is received, it is added to a character's XP Net Worth; this is a running tally of all XP received by the character, minus that which was used to overcome XP stagnation (see below). Additionally, whenever you receive XP, you must immediately allocate it to Studies; XP is tracked separately for each Study, and your XP Net Worth should be equal to the sum of your XP across all Studies. Your character begins with an XP Net Worth of 30 - enough to have the 1st tier in two Studies of your choice, or the 2nd tier in one. For more information on Study XP and Study tiers, see Studies. Depth Points (DP)     Every day, the GM will also assign DP. Whereas XP is awarded for what a character does, DP is awarded for what a character becomes. DP is earned by character development - the dramatic personal journey that every adventurer goes through.

     DP is not a matter of dramatic acting nor rehearsed scenes; it's doesn't measure a player's acting ability or writing skills. It measures in-character change, or perhaps self-discovery. If you're aiming for character development worthy of DP, don't try to hog the spotlight, but don't just portray private reflections, either. DP is awarded for development that is lived out in conversations with other characters, in meaningful engagement with the world and lore, and in impactful decisions within the party's story.

    To assist in determining amounts of DP, GMs may consult these examples:

Amount
Descriptor
Examples
0 DP Negligible
The character’s development was nothing worth mentioning.
1 DP Trivial
The character displayed their personality, but nothing seemed that distinctive compared to previous days' stories.
2-4 DP Standard
The character’s development was interesting, but they are unlikely to remember it in a season or two. A biography of this character might omit it.
10-15 DP Noteworthy
The character’s development was significant, and they are likely to remember it for many seasons. Detailed biographies written about this character would probably mention this day.
30-40 DP Impressive
Today’s development made this the kind of day the character will remember their whole life. No one would dare tell their story without mentioning it.
80-100 DP Grand
Decisions made by the character this day are the stuff of grand tales. Their dramatic choices will be retold by bards throughout this Age.
200-300 DP Legendary
Decisions made by the character this day are the stuff of myth and legend. Their dramatic choices, the likes of which few will ever face, will be retold by bards throughout this Aeon.
    Whenever DP is received, it is added to a character's DP Net Worth; this is a running tally of all DP received by the character, minus that which was used to overcome DP stagnation (see below). Your character begins with a DP Net Worth of 0. For more information on DP and depth tiers, see Depth Tiers. XP & DP Minimum Reward     When your character first begins adventuring, they are not limited in what kind of XP/DP rewards they can receive. Even the most trivial gains are valuable at this stage. As time goes on, though, your character will begin losing the capacity to learn from unambitious repetition, and you will begin tracking minimum reward for XP and DP.

    Minimum reward increases as you pass certain thresholds of XP or DP Net Worth, and it causes you to ignore daily XP or DP rewards that are less than its value. For example, if you have an XP minimum reward of 2 and you are awarded 4 XP for the day, you receive the full 4 XP. But if your reward is 1 XP, you receive none at all.

    Minimum reward is tracked separately for XP and DP, and increases according to the following chart.

    Note that there are parallels between the values of minimum rewards and the amount examples above, as well as the Net Worth and the World section below.
XP/DP Net Worth
0-59
60-299
300-599
600-999
1000-1599
1600+
XP/DP Minimum Reward
0
2
10
30
80
200

    In the world of Legends, the implications of minimum reward keep adventurers aiming ever higher. Minimum reward forces powerful adventurers to take quests at a level one would expect from their Net Worth, instead of monopolizing easier jobs more suitable for novice parties. It can assist less-experienced party members in catching up with XP and DP, and it can prevent a millennium-old lich's centuries of tasks from making them a completely invulnerable foe. It may seem frustrating to lose access to the "small" rewards that once gave you a leg up, but take heart - like stagnation, minimum reward rules actually give you a long-term fighting chance against powerful villains or other experienced NPCs.

XP & DP Stagnation     A character's skills and depth are adversely affected by long periods without adventuring or experiencing major life events. Even retired adventurers tend to maintain their physical abilities, but as they settle into a more mundane routine, their skills and personal development tend to stagnate. Typically, this will be between Legends campaigns.

    Whenever a character finishes a campaign, they receive XP & DP stagnation. The amount will be 10 each, plus 2 for every whole year between campaigns. Whenever you have any amount of XP stagnation points, you cannot contribute XP rewards to your XP Net Worth or Study XP; instead, you must use it to overcome the points of XP stagnation. The same rule applies to DP and DP stagnation. In other words, when you return to adventuring after a long break, your first rewards are consumed to "pay down" your stagnation points before you can progress again. In the world of Legends, this is also one explanation for why older, "more experienced" adventurers are not always more powerful.

    XP and DP used to overcome stagnation is not added to your XP and DP Net Worth. This means that Net Worth includes only XP/DP that contributed to improving your character. Therefore, Net Worth is a useful means of comparing characters' "power," but not exactly how much XP and DP they have technically earned in their lifetime, since some of it could have been consumed by stagnation.

    "Retirement" is not the only source of XP & DP stagnation. Rewriting history using the Death rules also creates stagnation, as do a few other rules such as Study training. Stagnation from other sources follows the same rules as above. Net Worth and the World     Until you have played a bit of Legends, it might not be obvious how your character's experience and depth compares to the rest of Lur-Asko. To assist you in understanding the world, and also to help the GM understand how powerful to make various NPCs, here are some descriptions of various XP/DP Net Worths:

XP Net Worth: 0-60 60-300 300-600 600-1000 1000-1600 1600+
Character Examples: -Novice adventurers. Roughly 1/2 retire from adventuring before leaving this stage.
-Most soldiers in city garrisons.
-Commonly hired ship crew.
-Most commoners.
-Moderately experienced adventurers. By this stage, death and changed minds have weeded out the uncommitted.
-Elite or "special forces" soldiers, and some commanding officers in city garrisons.
-High-priced ship crews.
-Specially trained commoners of the merchant or noble class.
-The "regulars" of powerful factions.
-Highly experienced adventurers. Less than 1/10 make it to this stage. Most have done so via at least 2 campaigns.
-Nobles or other commoners who are retired adventurers or exceptional cases.
-Many members of powerful factions.
-Exceptional adventurers, likely renowned for their skills unless deliberately secretive.
-Leading members of powerful factions.
Unique and extremely powerful figures that have shaped the events of Lur-Asko. Usually, there are less than 30 alive at any given time. History-defining individuals likely to affect the events of Lur-Asko for centuries after their deaths. Meeting one is incredible, and a full party of them is almost unheard-of.
DP Net Worth: 0 1-300 300-600 600-1000 1000-1600 1600+
Character Examples: Most commoners, since they are usually 1st- or 2nd-tier. The typical story of an adventurer - likely to be interesting, but unlikely to stand out from the rest. A story that could be made into a decent book, and may very well be unless the character avoids Bards. Less than 1/10 of adventurers make it to this level of interesting. An exciting story that could fill multiple books. The character's past will intrigue many people, and has almost certainly been told somewhere in Lur-Asko unless they've diligently kept it secret. Unique and legendary figures. Their story is so compelling and their personalities so deep that their story will be told far and wide throughout Lur-Asko for many decades, whether they wanted it to be or not. History-defining individuals likely to be immortalized in epic mythology. Meeting one is incredible, and a full party of them is almost unheard-of.