Redheads are everywhere in the sort of popular entertainment that we write RPG rules to emulate and/or spoof here at NUELOW Games, be it fantasy, sci-fi, or horror. It's almost embarrassing that it took us this long to come up with this post, especially since we have several redheads among our line up of characters (
Linda "Black Cat" Turner,
Vic "The Question" Sage,
Carol "Wildfire" Vance,
Tara, and, of course,
Judy of the Jungle.) Well, better late than ever, as they say!
All text in this post is presented under the Open Game License and may be reproduced within its terms. Copyright 2016 by Steve Miller.
D20 REDHEADS
Are they mutants? Are they magical? No one can really say, but since ancient times and through today, they have been walking wondrously among us. This material lets you bring redheads and their special powers and abilities into your d20 System games. Included in this post are:
The Redhead Template. It can only be gained at 1st-level, and it is applied at the expense of a starting feat. It is useful in all d20-based roleplaying games--perhaps even the shiny new hotness known as Fifth Edition. (It follows the mechanics of the
Racial Templates found here, and is applied in place of one.)
The Redhead Feat. This is for characters who have unlocked their inner redheaded god/goddess. It, too, is useful in all d20-based roleplaying games.
The Redhead Talent Tree. For redheads who truly master their special abilities--for good or evil. This material is designed with OGL d20 Modern in mind, but it is easily adaptable to games that include talents or traits.
The Redhead Template
During character generation, a player may assign this template to any Human, Dwarf, Elf, Half-Elf, or Halfling or Demihuman character. The player can apply the template and modifications at any point during the character generation process before the initial feats are selected. This template is chosen in place of a starting feat.
Benefit: +3 Charisma, permanent -2 modifier to all Disguise skill checks.
Special: Redheads suffer a -4 penalty to all Survival skill checks made in desert and tropical environments.
The Redhead Feat
For redheads who know they're special!
Prerequisite: Redhead Template
Benefit: Gain a +3 bonus to all Bluff and Diplomacy skill checks. Gain a +2 bonus to all Will saves. (If the game includes seduction rules, the +4 bonus applies to any checks related to those as well.)
Special: This feat is considered a Minor Power feat for the purpose of gaining access to
Superpower Talents.
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Lina Inverse, one of our favorite redheads |
The Redhead Talent Tree
These are talents for redheads who have unlocked the mysterious potential that exists inside each and every one of them.
Deathly Pale: Double your ranks in Bluff or Perform (Acting) when attempting to convince someone you are sick.
Prerequisite: Redhead feat
Disease Resistance: Because the Redhead's body produces lots and lots of Vitamin D naturally, you a +4 bonus to all Fort saves made to resist natural and magical diseases and infections.
Prerequisite: Redhead feat
Magic Use: Select a 0-level spell (arcane or divine) when this talent is chosen. You may cast that spell at will, without the need for material components, a number of times per day equal to your Wisdom bonus. Whenever you gain a level, you gain another 0-level spell of your choice. You may cast a combination of these spells a number of times equal to your Wisdom bonus each day. These spells are considered bonus spells, and they are added to any spells you already gain from class abilities, talents, and feats.
Prerequisite: Redhead feat
Reflective Skin: When in a brightly lit area (full sunlight or brighter), you may take a standard action to strip down to the point of being bare-chested. All who are looking at you must roll a Fort save (DC10+your Constitution bonus+your Charisma bonus) or be blinded for 1d6 rounds.
Prerequisite: Deathly Pale
Soul Eater: You have the ability to drain the life and soul out of foes and the unwitting. Make a successful unarmed attack. If you are injured, you regain a number of hit points equal to the damage dealt, up to your starting maximum. You also drain a number of XPs from the target equal to the damage dealt times 100. The target receives a Fort save against a DC12 to avoid the drain. The loss of XP causes the victim to fall below the minimum threshold for his current level, he loses a level. This ability works only on living beings from the Prime Material Plane with an Int score of 4 or higher.
You can use Bluff or Diplomacy skill checks to trick the victim into allowing you to use your deadly life-draining touch upon him or her. In such an instance, you do not need to roll an attack or to deal actual unarmed damage, but you must still make a damage roll to determine how many XP the target loses. The target still receives a saving throw to avoid the drain. If you use this ability on a sleeping target, it wakes up after the first attempted drain, successful or not.
If you kill a victim through this attack, you gain an Int, Wis, or Cha attribute point (roll randomly 1-2 Int, 3-4 Wis, 5-6 Cha). You also gain another freckle somewhere on your body.
Prerequisite: Deathly Pale, Magic Use
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