Greetings fellow Spiral Knights! the following is the beginnings of a Spiral Knights tabletop RPG using the Savage Worlds RPGing system. Before I begin, a few notes:
1. I own nothing of Spiral Knights or Savage Worlds. they are owned by Three Rings and Pinnacle Entertainment.
2. In order to play this or understand this, you will need Savage Worlds: Explorers Edition. this also, as you probably already guessed, is just part, not all, of my Savage Cradle RPG.
3. anything inappropriate will be deleted.
and now....
Savage Cradle
Fifteen years ago, the Spiral Order discovered the Alpha Squad within the Clockworks. Having reached The Core, the team set up a small Geo-Camp. However, they’re camp was discovered. Many gremlins soon swarmed around the camp, fighting till the death. In fact, the team that discovered them discovered also a large, nearby gremlin town. Upon return to the Haven, there was a celebration like none known to Spiral Knights. There was more to celebrate then that, however. While studying, Rulen (team Geo Knight) came up with a idea to harvest The Core and, after much testing and fighting, the Skylark took to the skies again. After their return to Isora, they decided to head back and study Cradle more. The Clockworks, however, have grown far more dangerous and teams of up to twenty now head in at a time, with strong brave leaders. A few of those leaders are you, the players.
Setting Rules
Weapons: weapons are much more restricted. When attacking, follow the combo notes. Also, charge attacks take 1D8 rounds to charge, 1D6 at level +5 and 1D4 at level 10 and do the normal combo dice all together.
EXAMPLE:
Parma charges her sword. The normal attack does str+D6+2, her strength is a D8 and the combo is 3 attacks, so she rolls 3D8+3D6. The +2 is ignored.
Also, weapons charge attack and end combo (on swords) have knock back. This is 1D4 unless otherwise specified.
EXAMPLE:
Parma hits and rolls knock back. 3! All enemies are flung back, and those that hit things take an additional 1D6 damage!
Lastly, after a combo or charge attack, weapons must be “reloaded” (even swords). This takes an action.
Weapon XP (heat): for heat use the following table:
1 small ember is 30 “XP”.
1 large ember is 40.
1 huge ember is 50.
To get to level 2, 100 “XP” is needed. Level 3, 200. Level 4, 300 and etc.
EXAMPLE:
Parma gets 250 heat in 1 level! Her gun is level 2, so it goes from 100 heat to 350 and is level 4. Her sword is new, so gains a total of 250 heat and is level 3. With 50 more, her sword would be level 4 and her gun level 5.
Status Effects:
Curse: This deadly effect deals damage to the victim when they attack or use an ability.
Tier 1/mild: does 1D4 damage when victim attacks or performs an action. Lasts 1D6 rounds.
Tier 2/good: does 1D6 damage and lasts 1D6+1 rounds.
Tier 3/strong: does 1D8 damage and lasts 1D6+3 rounds.
Fire: This effect does damage continually.
Tier 1/mild: does 2D6 damage every other round for 1D8.
Tier 2/good: does 3D6+1 damage every other round for 1D8+2.
Tier 3/strong: does 3D8+1 damage every other round for 1D8+4
Freeze: Immobilizes opponents and deals damage if it finishes.
Tier 1/mild: immobilizes victim for 1D8+1 rounds and deals 2D8 damage at the end. Any attack unfreezes the victim.
Tier 2/good: immobilizes victim for 1D8+3 rounds and deals 2D10 damage at the end. Any attack unfreezes the victim.
Tier 3/strong: immobilizes victim for 1D8+5 rounds and deals 2D10 damage at the end. Any attack unfreezes the victim.
Poison: This effect stops the victim from healing and harms those that try to heal him.
Tier 1/mild: stops victim from healing, drops parry and toughness 1 and healers suffer 1D4 damage for trying to heal. Lasts 1D6+1 rounds.
Tier 2/good: stops victim from healing, drops parry and toughness 2 and healers suffer 1D6 damage for trying to heal. Lasts 1D6+3 rounds.
Tier 3/strong: stops victim from healing, drops parry, pace and toughness 2 and healers suffer 1D6 damage for trying to heal. Lasts 1D6+5 rounds.
Shock: This deadly effect slows and does damage.
Tier 1/mild: lose a turn every 4 rounds and take 1D6 damage +1 for every other adjacent victim for 1D8 rounds.
Tier 2/good: lose a turn every 3 rounds and take 1D6 damage +1 for every other adjacent victim for 1D8+2 rounds.
Tier 3/strong: lose a turn every 2 rounds and take 1D8 damage +2 for every other adjacent victim for 1D8+4 rounds.
Sleep: This effect puts the victim into a magical sleep.
Tier 1/mild: victim sleeps (is completely immobilized) for 1D4 rounds but heals 1 wound every 2 rounds.
Tier 2/good: victim sleeps (is completely immobilized) for 1D6 rounds but heals 1 wound every 2 rounds.
Tier 3/strong: victim sleeps (is completely immobilized) for 1D6+1 rounds but heals 1 wound every 2 rounds.
Stun: This strong effect slows enemies heavily.
Tier 1/mild: shaken with no recovery for 1D6 rounds.
Tier 2/good: shaken with no recovery for 1D6+1 rounds.
Tier 3/strong: shaken with no recovery for 1D6+2 rounds.
Vials: All vials do damage (1D4 or effect’s damage) and 2"X2" area (tier 1), 4"X4" area (tier 2) or 5"X5".
Knights Of Cradle
Skills
Fighting, Shooting and Throwing (agi)
Due to training, all Knights receive a free D6 in all of the above. This always them to use every weapon known to Spiral Knights (bombs do not require a skill).
Guts (spi)
This skill is not used and Spirit is used when needed (which should not be often).
Climbing and Swimming (str and agi)
The Spiral Knights armor and equipment are to heavy for either (I.e., neither are available).
Hindrances
Bad Eyes (minor)
Glasses cost about 1000 crowns.
Young (major)
None are allowed into the Spiral Order under the age of 13.
Cocky (major)
Your hero must spend the first round of combat (all of it) expressing why all his foes should give up now or lose a bennie.
Edges
Background edges
Arcane Background and Power edges
These edges are not available.
Combat edges
Trademark Weapon and Improved Trademark Weapon
These edges are not available.
Rock and Roll!
This edge is not available.
Striker
Requirements: Seasoned, Agi D10+, Fighting D8+
Your hero gains +1 to Agi trick maneuvers and +1 parry.
Brick Wall
Requirements: Seasoned, Sma D8+, Command edge
Allies shield’s within the Command Radius add +1 Toughness.
Shield Bash
Requirements: Seasoned, Agi D8+
When attacked, before attack, on a successful Agility roll, you may activate your shield long enough to knock enemies back.
Guardian
Requirements: Veteran, Str D10+, Fighting D8+, First Strike edge
Your hero gains a free attack (not his First Strike) if an ally is struck and the foe is within range. He must attack that foe, however. This attack also is once per turn.
Weird edges
Beast Master
This edge grants a snipe or wolver cub that scouts and aids only slightly.
Gear
Swords: all/almost all swords have a 3 hit combo. When using this combo, you may not move except for 1" forward before the second and third attack.
Guns: basic guns half pace while being fired and shoot 6 times before being reloaded.
Bombs: bombs are timed after laid down and blow up in an area specific to the bomb.
Shields: shields have a toughness and can sustain 4 “wounds” before recharge (about 1D6 before recovering a wound every 2 rounds)
Armor/Helms: Most armor and helms add a vita amount to your knight (not in addition to Vitapods.) Armor and helms armor bonus stacks for your entire knight.
EXAMPLE:
Parma’s armor and helm both add +2 armor, so she has a +4 armor bonus. Her base toughness is 6, so her toughness is 10 (4).
Dungeon Gear:
Vials: vials are accounted for above with Status Effects.
Status Capsules: This capsule requires an action but clears your knight completely of any and all Status Effects.
Health Capsules: This helpful item heals your knight.
Tier 1: heals 1 wound.
Tier 2: heals 2 wounds.
Tier 3: heals 3 wounds.
Vitapods: each Vitapod adds +1-6 to your knights vigor rolls. This bonus is known as “Vita” and (with armor, Vitapods and other bonuses) can go to +6. Your knight may only carry one Vitapod at a time.
Mech Knight Kit: creates a Mech Knight (Stats with monsters) that fights for you. 1 action to activate.
Please note: from here to the end of gear, prices are not listed. Go to the Spiral Knights Wiki, here: http://wiki.spiralknights.com/Main_Page
Proto gear:
All knights begin with the following gear:
Proto Sword: This basic sword deals str+D6+2 damage. Charge attack hits the 3" in front of the knight, and 1" more straight in front of that (blast).
Proto Gun: This basic gun has a combo of 3, range of 4/8/16 and deals 2D6-1 damage. Charge attack knocks user back 1".
Proto Shield: This basic shield has a toughness of 6 (2). At level 5+, it adds +1 armor to the knight and +1 vita at 10+.
Proto Armor (Spiral Cuirass/Flack Jacket/Bragandine/Draped Armor/Culet): This basic armor adds +2 armor and no vita. At level 5+, it adds an addition +1 armor and +1 vita at level 10+.
Proto Helm (Spiral Tailed Helm/Crescent Helm/Sallet/Pith Helm/Round Helm): This basic helm adds +2 armor and no vita. At level 5+, it adds an addition +1 armor and +1 vita at level 10+.
0 star Gear:
This gear is barely a step up from the Proto Gear.
0 star Swords:
Beast Basher: This “blade” does the same damage as the Proto Sword and works the same however, it adds +1 damage (with charge attack: +2) vs Beast monsters.
Hatchet This heavy weapon does str+D8+1 damage but has a 2 hit combo, but requires 3 rounds to finish a combo (swing, break, swing). This weapon also has a reach of 1" on charge.
Robo Wrecker: This “blade” does the same damage as the Proto Sword and works the same however, it adds +1 damage (with charge attack: +2) vs Construct monsters.
Slime Slasher: This “blade” does the same damage as the Proto Sword and works the same however, it adds +1 damage (with charge attack: +2) vs Slime monsters.
0 star Guns:
Punch Gun: This powerful gun shoots twice before reload, knocking the user back 1" each shot. The charge attack knocks user back 2" and knocks them prone. Damage is 2D6+1 (+2 vs Constructs) and has a range of 5/10/20.
Stun Gun: As Proto Gun but has a good (25%) chance of doing good (Tier 2) stun and no -1 to damage.
0 star Bombs:
Proto Bomb: Hits a 3"X3" area dealing 3D6 Damage after 1 round wait. Has a fair (20%) chance of doing good (Tier 2) stun.
0 star Shields:
Iron Buckler: As Proto Shield, but toughness: 7 (3).
0 star Armors:
Fencing Jacket: Adds +1 armor (+2 at Level 5+ and +1 vita at Level 10+) and +2 Damage with Swords.
Vitasuit: This suit adds +2 armor and +1 vita (though +3 armor at Level 5+ and +2 vita at 10+).
0 star Helms:
Cyclops Cap: Adds +1 armor (+2 at Level 5+ and +1 vita at Level 10+) and +2 Damage with Guns.
Mining Hat: As Proto Helm but +3 armor.
1 star Gear:
Though still Tier 1, this equipment is much better than Proto Gear.
1 star Swords:
Bolted Blade: This sword works the same as a Proto Sword, though it causes two explosions (bursts) in front and has AP 2 and +3 damage.
Big Beast Basher: This sword works the same as a Beast Basher, but does str+D6+3 and +2 (or +4 on charge attacks) damage vs Beasts. It also does two explosions (bursts) on charge, not one.
Heavy Hatchet: This sword works the same as a Hatchet, but does str+D10+2 damage.
Prototype Rocket Hammer: This powerful weapon can deal str+D8+3 damage, the second attack moves the user forward 4" and the charge attack hits twice over the course of two rounds (2nd moves the user forward 1") and hits a 3"X3" area in front of the knight. NOTE: this sword can only be obtained by fighting Warmaster Seerus, and there fore CAN NOT be obtained in some setting versions (talk to GM).
Hot Edge: This sword works the same as a Proto Sword, but does 50% Elemental and has a good (25%) chance of inflicting Minor (Tier 1) fire. It also does str+D6+3 damage and charge has two Bursts.
Rugged Robo Wrecker: This sword works the same as a Robo Wrecker, but does str+D6+3 and +2 (or +4 on charge attacks) damage vs Constructs. It also does two explosions (bursts) on charge, not one.
Super Slime Slasher: This sword works the same as a Slime Slasher, but does str+D6+3 and +2 (or +4 on charge attacks) damage vs Slimes. It also does two explosions (bursts) on charge, not one.
Static Edge: This sword works the same as a Proto Sword, but does 50% Elemental and has a good (25%) chance of inflicting Minor (Tier 1) shock. It also does str+D6+3 damage and charge has two Bursts.
Thwack Hammer: This “blade” does str+D8+2 damage, has a fair (20%) chance of causing minor (Tier 1) stun and adds +3 (+6 on charge) vs Constructs.
1 star Guns:
Frost Gun: As Stun Gun, but freeze instead.
Pummel Gun: As Punch Gun, but addition +2 to damage.
Super Stun Gun: As Stun Gun, but damage at 2D6+1.
Zapper: As Stun Gun, but shock instead.
1 star Bombs:
Cold Snap: as Proto Bomb, but hits 4"X4" area, does 3D6+1 damage and has a good (25%) chance of causing good (tier 2) freeze.
Fire Cracker: as Proto Bomb, but hits 4"X4" area, does 3D6+1 damage and has a good (25%) chance of causing good (tier 2) fire.
Static Flash: as Proto Bomb, but hits 4"X4" area, does 3D6+1 damage and has a good (25%) chance of causing good (tier 2) shock.
1 star Shields:
Circuit Breaker Shield: This shield works as the Proto Shield, but is invulnerable to shock and is 40% resistant to Elemental damage. At level 5+ it adds +1 armor to the knight, and at 10+, adds +1 vita.
Emberbreak Shield: This shield works as the Proto Shield, but is invulnerable to fire and is 40% resistant to Elemental damage. At level 5+ it adds +1 armor to the knight, and at 10+, adds +1 vita.
Force Buckler: as Iron Buckler, but is invulnerable to stun and adds +1 vita.
Frostbreaker Shield: This shield works as the Proto Shield, but is invulnerable to freeze and is 40% resistant to Elemental damage. At level 5+ it adds +1 armor to the knight, and at 10+, adds +1 vita.
Green Ward: This ward has toughness: 6 (2), is invulnerable to poison and (at level 5+) adds +1 vita and +2 at 10+. It also has 75% piercing resistant armor.
Scale Shield: This ward has toughness: 7 (2), at level 5+ adds +1 vita and +2 at 10+ and has 25% piercing resist.
1 star Helms:
Circuit Breaker Helm: this helm adds +3 armor, and 40% elemental defense. It also adds +1 armor vs shock, but -1 vs fire and freeze. At level 5+, it adds +1 armor and +1 vita at level 10+.
Emberbreak Helm: this helm adds +3 armor, and 40% elemental defense. It also adds +1 armor vs fire, but -1 vs shock and freeze. At level 5+, it adds +1 armor and +1 vita at level 10+.
Fractured Mask of Seerus: This helm adds +2 armor, 50% vs elemental and adds +2 armor vs shock and fire, but -1 armor vs poison and freeze. Charge time for Guns is -2 and at level 5+ it adds +1 armor, +1 vita at 10+. NOTE: this helm can only be obtained through the Warmaster Seerus mission, and there fore CAN NOT be obtained in some setting versions (talk to GM).
Frostbreaker Helm: this helm adds +3 armor, and 40% elemental defense. It also adds +1 armor vs freeze, but -1 vs fire and shock. At level 5+, it adds +1 armor and +1 vita at level 10+.
Spiral Scale Helm: This helm adds +3 armor, 45% resistant to piercing. At level 5+, it adds +1 armor and +1 vita at 10+.
Thank you for your time. Please reply with thoughts, ideas, suggestions, etc. and I will get back to you later (probably about a week). Thanks again!
4. decent knowledge of the Spiral Knights game is required for understanding.
thank you again!