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Nine Traits, Powers versus Abilities, and how a Persona comes together.

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Maps, tokens, initiative and a live Persona sheet, all built for Knightverge Legacy. Roll the dice, move the tokens and play.
Nine Traits, Powers versus Abilities, and how a Persona comes together.
Fifteen ways to solve problems, from the Assassin to the Vigilante.
Step one
Six Origins decide what you can do and who you can never fully be. Some Powers are locked to a single Origin, so the table you build is the table you get.
Origin 01
No powers. No excuses.
Born without powers, a Human is built from training, gear and nerve. Everything you can do, you earned.
Origin 02
Human, pushed past the limit.
Human at the core, changed by something from outside: technology, treatment or accident. Your edge has a source, and someone wants it back.
Origin 03
Born to change.
Elemental force, restorative gifts, bodies that adapt. Metamorphs wield Powers that no one else at the table can touch.
Origin 04
Rarer. Stranger. Harder to predict.
Where a Metamorph’s gifts meet an outside influence. Few know exactly what an Exo-Morph can become, including the Exo-Morph.
Origin 05
Not from here.
Alien biology, alien rules. Xenites see Earth from the outside and carry strengths the world has no name for.
Origin 06
Old hunger. Older grudges.
Powers with a price. Vampires carry centuries of history in a single Persona, and every one of those years wants a say.
Step two
Your Archetype shapes your history, your role in the group and the new Powers and Abilities you gain as your Persona levels up.
8 archetypes shown
One clean strike.
Favours, leverage, information.
Wins the room first.
Sees what others missed.
Builds the answer on the spot.
Crew, turf, reputation.
Rewrites the system.
Tracks anything that runs.
Step three
Locked to certain Origins. A Metamorph can wield elemental force and a Human cannot. Your Origin and Archetype both grant new Powers as you level.
Open to everyone. Anything gained through training or equipment, like a signature weapon technique that hits harder the more you master it.
There is no magic in Knightverge Legacy. No spells, no spellcasting, ever.
Step four
Every Persona is scored from 1 to 100 across nine Traits in three categories: Covert, Physical and Scholar. Slide one to see how it plays.
Trait Lab
Raw strength.
MOD is your Trait Score divided by 10, rounded down. Your sheet stores only the Score; the MOD is worked out for you.
Agility
Speed, balance and reflexes.
Control
Precision and discipline.
Insight
Reading people and situations.
Might
Raw strength.
Resist
Taking the hit and staying up.
Sneak
Moving unseen.
Study
Knowledge and research.
Tinker
Building, fixing, breaking in.
Track
Following trails, finding targets.
Coming from D&D?
If you have played a class-and-level tabletop game, you already know the shape of this one. Here is the translation.
| Familiar term | Knightverge Legacy | What it means |
|---|---|---|
| Character | Persona | Who you play. |
| Species | Origins | Where your power comes from. |
| Ability Scores | Traits | Nine, scored 1–100. |
| Classes | Archetypes | How your Persona solves problems. |
| Subclasses | Sub-Types | A sharper specialty. |
| Spells | Powers | Tied to Origin. No magic. |
| No equivalent | Abilities | Open to anyone who trains. |
| Monsters | Foes | Villains and threats. |
Questions
No. Knightverge Legacy is a superhero tabletop roleplaying game set in the Knightverge comic universe. There is no magic and there are no spells. Power comes from your Origin, your training and your gear.
A Persona is the character you play. The word covers the whole identity: the name, the Origin, the Archetype and the Traits that make them who they are.
Powers are locked to certain Origins. A Metamorph can wield elemental force, for example, and a Human cannot. Abilities are open to everyone: anything gained through training or equipment, like a signature weapon technique.
No. The game teaches you the universe as you play. If you do read the comics, Knightverge Legacy lets you step into the same world from the inside.
Yes. Origins, Traits and Archetypes map directly onto species, ability scores and classes, so the shape of a game will feel familiar. The difference is the setting: modern superheroes instead of swords and sorcery.
The Player’s Guide is in development. Follow the Dispatches page for updates, and use the Rules page to learn the core system today.
Learn the system in minutes, then bring your table into the Knightverge.
Start with the Rules