The GM can give legend points at their discretion. However, in general, LOR Rules recommend two ways
These are habitual, character-defining behaviors or expressions. They don’t shift the course of a scene, but they establish identity, build immersion, and show that the player is engaging with their character.
Always referring to nobles with full titles and honorifics (e.g., "My lady of the Verdant Vale").
Frequently cursing in a fictional dialect or idiom (e.g., "By the Red Moon!").
Speaking in third person if the character is eccentric or childlike.
A bard constantly adjusting their lute strings even when not playing.
A druid always feeding animals or offering small tokens to trees or natural spirits.
A rogue compulsively checking for exits and shadowy corners, even in safe places.
Whispering a prayer before combat or when passing a shrine.
Lighting a candle for each person the cleric failed to save that day.
Marking holy symbols into the dirt before resting.
Always bowing or touching one’s heart when greeting.
Cooking a specific regional dish during rests.
Using sayings or beliefs specific to their homeland (e.g., “The storm favors the patient”).
Calling out spell names with flourish ("Ignis Serpenta – Firebolt!").
Describing in detail how they draw their blade in a specific quirk.
Example:
Specific actions that affect or attempt to affect the narrative, relationships, or outcomes in significant ways. They show deep understanding of a character’s motivations, backstory, and values, and can change how the story unfolds. It dosen’t have to be successful as long as an attempt to make.
A character pleads with a villain who reminds them of a lost sibling, drawing on past trauma.
A knight refuses a bribe from a noble house they once served but were betrayed by, referencing the event.
A survivor of a cursed forest volunteers to guide the party through it, sharing painful memories to explain.
A paladin refuses to execute a helpless foe, sparking party debate and causing tension with more pragmatic allies.
A former thief chooses not to steal a priceless artifact out of respect for the new life they’ve built.
A noble character publicly apologizes to a peasant, risking political damage.
A proud warrior refuses healing after a fight, insisting they are fine, nearly dying as a result.
A cowardly scholar panics during a tense negotiation and blurts out vital information — complicating the mission.
A vengeful character lashes out against someone innocent due to a misunderstanding, then must deal with the fallout.
Leaping into harm’s way to shield a friend despite low HP or limited resources.
Surrendering a powerful magic item to save an NPC dear to the character.
Choosing to stay behind and cover the party’s retreat due to a personal oath.
Convincing a rival NPC to join the party using shared language, history, or religious beliefs.
Making peace between two factions by invoking the teachings of the character’s mentor or religion.
Quoting a lost loved one to sway someone’s resolve.
The GM may choose to remove Legend Points. Due to the nature of RPGs, this is not recommended. However in the event a player does an action that is out of line of their character ideals or past actions. The GM can decide to remove legend points at their own discretion.