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Inside ShadowDragon
Red Mage Character Sheet

Red Mage Ruleset:

Str: How hard you can hit. If the C is moving fast, or for some reason, a bonus or penalty should be applied, roll an xd20, with x being the estimated effect of the spell, (for example, a steroid would be a 1d20, whereas a superman spell would be a 3d20,) and divide the results by 1.5: add to STR stat.
Scale is from 1 - 50. Cannot go under 1.
An idea of scale: 1: An infant. Strong enough to not collapse under own weight, and can maybe move. 10: Five year old kid. Can move about at will, pick up somewhat heavy objects using both arms. 20: Adult. Able to run around, jump, climb, swing a sword effectivly. 30: Professional armsman, ordinary weight lifter. Able to lift heavy loads with ease. Can do serious damage with a swing. 40: Arnold Schwartzenneger. Incredibly strong. Can beat people to a pulp with bare hands. 50: The Hulk. Can pull buildings down, and lift tanks. When you're this strong, you are STRONG, bay-bhay.

Int: Since the C is the player's C, and the player's mind is the C's mind, this governs spellcasting, deciphering ancient runes, and whatnot. Take rolls to do stuff like that. If the C is under the effect of a mind booster, spell, or mind-altering substance, make an xD20 roll, where X is the estimated potency of the effect, (for example, a hit of marijuana would be a 1d20, and subtracted from the stat, whereas being shot up with various other illeagal chemicals, such as LSD, Sodium Penthaol, and under the effect of a brain-warping spell, would probably be a 10d20, subtracted from the Int stat. Which can go into the negatives.) Divide the effect by 3.5, and apply as nessessary.
Scale is from 1-50. Can go negative to indicate various mental retardations and insanities.
-20: Vegetative. Needs permanant life support to live. Don't expect anything. At this level of negative, unles remedial action is taken, C will die because it cannot govern it's own bodily functions, such as breath. -10: An infant. Bodily functions can work. Breathing, eating, et cetera. 0: Retarded. Don't expect anything much. 10: A kid. Potentially smart. 20: Grade Schooler. Can solve complex mathmatical problems with time. 30: Mage, scientist. Now your spells might actually do somthing. 40: Albert Einstien. At this level of intelligence, you can ponder the secrets of the universe. 50: Godlike. You KNOW it. You just do.

Dex: Speed and reaction time. Also governs potential to hit. This judges if a character can dodge, and how fast they can leg it.
Anything that effects Int has a remote effect on this, you divide by ten, minimum effect is one, and apply. Some things directly effect this, however. Drugs which warp the perception of time by seeming to slow it down will, while taking heavy INT penalties, have an inverse reaction on DEX, as well as drugs and spells that simply make you react faster.
Scale: 1-50. Cannot drop below 1.

1: Reactions of a rock; you'll only be able to react AFTER you have been struck. About as mobile. 10: Kid-like. You seem laid back, and need to take concious thought to react to anything. 20: Normal person. You might dodge a punch, you might not. 30: Fighter, soldier, warrior. You are swift. You can dodge things. You hit them back. 40: Dex Monkey, escape artist, international thief. James Bond. You are incredibly swift. When running away the enemy needs nothing short of a motorcycle to catch you. When fighting, most blows miss you, and most of yours connect. 50: The Flash. You're faster than anything. To hit you would require a weapon with a VERY large area of effect, possibly a small nuclear device. You can lay pummeling blows into the enemy, magically dancing away from the counterattacks. Machine guns will find it hard to hit you.

Brave: This is your courage level. Range is from 0-99.
The normal range is 45-70 Above 70, and for each point of Brave you have, you gain one Str (exceeding STR cap, potentially,) and every two points gets you a point of DEX. Above 90, however, you become reckless, and your Dex drops from it's base value, by -2 for every point of Dex above 90. Under 45, however, and you are an abject coward. Every two points under drops your Str by 1 point, and boosts your DEX by one point, under the assumption that you are faster when scared. Under ten and you are considered to be in absoloute terror for your life. Dex raises by ten points for every point under ten, and your INT drops accordingly.

Spirit: This is your level of attunement to things not measurable by science. Range is from 0-99
The normal range is 30-70. Above 70, and you can start to feel the flows of the Cosmos through you. Your damage per spell increases at a great rate. (To put it numerically, about 150 HPs effect per point.) However, incoming spells are boosted similarly. At the dangerous levels, 95 and above, you become ultrasensative. Auras and normal indicators can begin to effect you, IE: In the presense of Blackscale, you might become depressed, angry, and even homocidal, whereas Whitescale would have a calming, soothing, effect. At the other end of the spectrum, however, you are having a hard time believing in magic. Below 30, your spells, and incoming spells, begin to do less and less, (numerically, about -500 HPs effect per point.) Under 10, and spells cease to function on you outright, and your spells cease to function. Your resistance to non-spell paranormal things also begins increase, leading to a doubt of anything that cannot be weighed and measured. Even a Cthuluan monstrosity will have a vastly dilluted effect, and if this reaches Zero, it can't effect you at all. You can SEE them, but you will go to any lengths to explain them away normally, such as holograms, or hoaxes.

Red Mage Stats:

STR: 24
INT: 37
DEX: 35
BRA: 64
SPR: 64


Abilities:
Swordsmanship: Military Footman. 45/100 (When wielding one handed, take STR, add to the Skill Level. Damage is the result.)
(When wielding a two-handed weapon, STR*2/1.3 + Swordsmanship = damage.)
Bowcraft: Military Archer. 45/100 (When calculating damage, Dex/2 + Str/1.3 + Bowcraft = damage.)
Bashing: Military Mace-Wielder. 45/100 (To calc: STR*1.4 + Bashing = damage.)
Stealing: Oliver-Twist Pickpocket. 60/100. (To Calc: Dex/2 + Stealing - Opponants Dex = chance. Roll 1d20. If the value of the dice is greater than the chance, you are caught.)
Lockpicking: Average. 40/100. (To Calc: Assign the lock an arbitrary estimated value between 1-100. Subtract the (Lockpicking + Dex/2 + Int/4) value. Roll 1d20. If the number on the dice is higher, you jam the lock. Just take out a sword and beat it down.)
Climbing: Professional Thief. 50/100 (Perform the Arbitrary Estimated Number ritual, and the Climbing + Dex/2 ritual, and the 1d20 ritual. You know the drill.
Running Away: Grandmaster. 100/100. (You WILL get away. Running Away + Dex*1.5 +10, subtract the opponant's estimated skill at chasing. If the value on the dice is higher, blah blah, you're caught.)
Stealth: Professional Thief. 50/100. You know the drill. Play dex/2 + Int/4 against opponant's estimated awareness.
Gymnist: Local Competition. 45/100. You know the drill. Play against the target surface's estimated difficulty value.

Spells:

Thunder. A simple bolt of lightning, from your hands, to your opponant. Damage is low, 50+1d20 +Bonuses. Boost damage by 2 points for every point of INT over 35. Can be fired at full-auto, if your INT is over 34.

Thundera. A big ball of lightning, from your hands, to your target. Damage is average, 120+1d20 + Bonuses. Boost damage by 10 points for every point of INT over 38. Can be fired full-auto, if your INT is over 44.


Fire. A burst of flame, from your hands, to your opponant. Damage is low, 40/60(Roll a 1d2. 1 is 40, 2 is 60)+1d20 + Bonuses. Add two points of damage for every INT over 30. Can be fired full-auto, if your INT is over 40.

Fira. A fireball, from your hands, to, you guessed it, your opponant. Damage is medium, 80/100/120/140/150(Roll 1d5)+1d20 + Bonuses. Add fifty points of damage for every INT over 45. Can be fired full-auto, if your INT is over 45.


Cure: Simple Healing. Healing is low, 90+1d20 + Bonuses. Boost healing by 5 for every INT point over 27.

Cura: Normal healing. 150+2d20 + Bonuses. Boost healing by 10 for every INT point over 27.

Speed: Normal Speed spell. +10 DEX on target.

Slow: Normal Slow spell. -10 Dex on target. Int+1d10 is rolled against opponants Int+1d15. If your number if higher, they Slow, if theirs is, you fail to slow them.

Haze: Simple Obscuring Spell. -5Dex on target. INT+1d20 is rolled against opponant's INT.


Summons:

Summons are simple. They summon an allied monster, whos stats are the same as the summoners, with summon monster mods. Summons can use their abilities, or they may simply attack.

Krak-a-Toa. Simple, koala-like creature. Yellow belly, yellow hands. Pikachu wannabe.
Stat Mods:
STR+5
DEX-10
INT+15
SPR+15
BRA-10

Skills: Full-Auto Lightning.
Fires 20 bolts of lightning in target's general direction. Damage is: 90+1d5-1d5 + Bonus. Bonus is +1 damage per INT point over 25. Chance of missing is 50 - DEX. So, if the monster's DEX = 20, then roll 20d100. Every number that comes up above 30 is one shot that hits. The others can go nowhere, or strike other people, at a flat roll of 1d20, with an even being a hit, odd being a miss.

Other Skills:

Hadoken: Once a day use. Damage is 5000 + (INT*5 + STR*5 + DEX*5 + SPR*1.1 + BRA.) Suitable for leveling castles and local ecosystems. Takes ten minute's charge time.