Ears
d20 | Trait |
---|---|
1 | Diverse Ear Shape |
2 | Hyperacusis (sound sensitivity) |
3 | Diplacusis (double hearing) |
4–5 | Ear Discharge |
6–7 | Dizziness |
8−12 | Hearing Loss |
13−15 | Ear Pain |
16–20 | Tinnitus |
d20 | Trait |
---|---|
1 | Diverse Ear Shape |
2 | Hyperacusis (sound sensitivity) |
3 | Diplacusis (double hearing) |
4–5 | Ear Discharge |
6–7 | Dizziness |
8−12 | Hearing Loss |
13−15 | Ear Pain |
16–20 | Tinnitus |
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You have a facial tic that causes the muscles in your face to move involuntarily. Tics may include blinking eyes, flaring nostrils, raising eyebrows, grimacing, clicking the tongue, clearing the throat, grunting, and other involuntary verbalizations. This Tremor lasts (Frequency × 1d20 turns) when activated and activates (Frequency × 1d100) times per day. You have −(IE) on Charisma (Persuasion) checks while the Tremor occurs.
Tourette Syndrome, Transient Tic Disorder, Chronic Motor Tic Disorder, Hemifacial Spasms, Blepharospasms, Facial Dystonia
If you spend a short rest meditating and using relaxation techniques, you can succeed on a DC (IE × 5) Wisdom saving throw to stave off Tremor for 1d4 hours. Taking damage, Barbarian Rage, and other intense situations will negate these benefits.
A DC 15 Intelligence (Nature) check followed by a DC 10 Wisdom (Medicine) check will enable you to locate and blend soothing herbs that can be ingested to reduce the Tremor by 1 IE for 1d4 hours.
You have a noticeable tumor or growth on your face with a radius of (IE × 1 inch). This growth may match your skin color or be red, dark brown, or a different color caused by magic. Consequently, when people who don’t know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency Table above.
Cystic Hygroma, Fibrous Dysplasia, Dermoid Cysts, Hemangiomas, Neurofibromatosis
Surgery (IE × 50 gp) can reduce the IE by 2, requiring a successful DC (IE) + 10 Wisdom (Medicine) check. Reducing the IE to 0 will still leave a noticeable scar, giving a −1 to any charisma checks related to physical attractiveness.
Your face has a rash that covers (IE × 15 percent) of it. This can include discoloration, hives, blisters, lesions, pustules, scaling, peeling, and/or sores. Consequently, when people who don’t know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances.
Real-world Examples
Rosacea, Psoriasis, Lupus, Eczema
Assistive Options
A combination of makeup and salves can help reduce inflammation but need to be applied often. A jar of salve costs 1 sp for seven days’ worth and must be applied every 2 hours to receive the benefits. One hour after application, the IE reduces by 1 for 2 hours, continuing as long as applications continue. The benefits wear off after 2.5 hours if not reapplied.
Some of your face is paralyzed (20 percent × IE), making it difficult to talk and use non-verbal communication with your face. You receive a penalty on Charisma (Performance) and Charisma (Persuasion) checks equal to the IE. This is typically permanent, but the player and GM could choose a magical cause that results in fluctuations.
Bell’s Palsy, Lyme Disease, Injury, Multiple Sclerosis, Ramsay-Hunt Syndrome, Guillain-Barré Syndrome, Moebius Syndrome, Melkersson-Rosenthal Syndrome, Stroke
Because facial paralysis usually prevents the eye from blinking fully, you must use eye drops to keep the eye moist and likely need to monitor for drooling and keep a towel handy.
Your face has colors or patterns not normally associated with your ancestry, usually an amorphous shape on the skin covering 15 percent × (IE). These may be due to blood vessel abnormalities, burn scars, pigment differences, or magical causes. While the color typically ranges from red to brown or black in the real world, magical causes could result in any number of colors (Choose randomly from https://www.random.org/colors/hex) or patterns, even changing or moving. Consequently, when people who don’t know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances.
Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency table above. Classic stimuli include sunrise/sunset, fluctuation of the moon, or mood changes.
Burns, Vitiligo, Birthmarks, Melasma, Tinea Versicolor, Rosacea, Psoriasis
Players can attempt to conceal the coloration using makeup or a tattoo, but a Wisdom (Perception) check against the character’s disguise skill (or the tattoo artist’s disguise skill) will notice the color difference. Makeup will need to be monitored and reapplied daily or when exposed to water or sweat.
You have a split in your skin and skull on the front of your face that begins at your upper jaw and moves upward, depending on Impact. (Mild is skin-only and ends at the nose. Acute (IE 4) is skin and skull and ends between the eyes. The player and GM can choose to move this cleft left or right due to magical causes.) In addition to the effects of Diverse Face Shape (above), you experience a penalty of −1 per Extent on Constitution saving throws against face- and ear-related diseases and poisons, an additional −1 per Extent on deception checks involving speech, and need to take (IE) times as long to eat meals to avoid choking, and require a full round to quaff a potion.
Cleft Palate, Cleft Lip
Surgery (IE × 100 gp) can reduce the IE by 1, requiring a successful DC (IE) × 2 + 10 Wisdom (Medicine) check.