Chapter 1 of 12 · about 6 minutes
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What Knightverge Legacy is, what you need to play, how a session runs and the handful of words you will hear all night.
First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.
What the game is
Knightverge Legacy is a tabletop role-playing game about heroes, vigilantes and villains in a world with no magic. You play a Persona, a character built from an Origin (where your power comes from), an Archetype (how you deal with problems) and nine Traits that measure what you are good at. One person, the Game Master, runs the world and its Foes. Everyone else plays a Persona.
The game runs on the Roll Combat rules from Sparkthunder Entertainment. You tell a story together, and when the outcome is uncertain you roll two twelve-sided dice, add a number from your sheet and compare the total with a Threshold set by the Game Master.
What you need
- Two twelve-sided dice (2d12) for Trait Checks, plus a few six-sided dice for healing and damage. The online table rolls for you.
- A Persona sheet. Build one in the Persona builder, or open a ready-made Persona in the sandbox table.
- A small group, one of whom is the Game Master. You can play in person, or online in the Roll Combat VTT.
How a session runs
A session is a conversation with dice. The Game Master describes a scene. You say what your Persona does. If it could fail in a way that matters, the Game Master asks for a Trait Check and names the Threshold. You roll, and the story goes on from the result.
Play moves between a few kinds of scene. Social scenes are talking, persuading and reading people. Survey scenes are exploring and investigating. Skirmishes are fights, played in rounds with turns. Between scenes you rest and recover. The rules are the same in all of them: roll a Trait Check, or take an action in a turn.
Words you will hear
| Word | What it means |
|---|---|
| Persona | The character you play. |
| Trait | One of nine scores from 1 to 100: Agility, Control, Insight, Might, Resist, Sneak, Study, Tinker and Track. |
| MOD | Your Trait Score divided by 10, rounded down. The number you add to a roll. |
| Adept | A Trait your Persona has trained. You add your EXP to checks in it. |
| EXP | Your experience bonus, set by your level. |
| Threshold (TH) | The number your total has to reach. Set by the Game Master. |
| Vitality | Your health. At 0 you are Unconscious. |
| Guard | A buffer that soaks damage before Vitality. |
| Stamina (SP) | The points you spend on actions in your turn. |
| Chance | Charges you spend to turn a failed check into a success, at a price. |
Tip. Every rule word has a one-line definition in the Glossary, and the Rules Reference lets you search the lot.
How to read these guides
Read the chapters in order the first time, then come back to the one you need. The last chapter is a one-page cheat sheet you can print. Numbers and tables in these guides come straight from the same rules data the online table uses, so they always agree with it.
Draft. A few rules are still being confirmed. Where a guide describes a rule that is a working guess, it carries a Draft label so you know the Game Master may change it.
