The full book includes descriptions and full game mechanics for each trait. Each trait also includes assistive options, magical assistance, and real world examples.
100% of content creators hired for this book are disabled, neurodivergent, and/or have mental or chronic illness, and the variety of art styles intentionally reflects the diversity of experiences and expressions of these conditions.
Roll for Traits
Players can either roll for a random disability or discuss disability as part of their character concept with their GM, choosing specific traits, Frequencies, and IEs, keeping tropes to avoid in mind.
Game Masters especially who want to include a realistic percentage of disability in a game world’s population may find these random generators useful to provide a varied population. Fantasy worlds don’t need to have the same clusters of traits that we see in real-world experiences, but it’s also beneficial to use real-world clusters (diagnoses, both common and rare, and which vary by region or get organized differently by different cultures) to better understand the experiences of those around us, which again is why the tables allow you to “choose or roll.” Maybe you’ll do a little of both, or maybe you’ll use your first roll to find a real-world experience that includes that trait and learn more about it.
This suggestion also applies to the traits’ IEs and Frequencies. Instead of using tables to determine these, you may choose a frequency that ties into the narrative that you’re telling together, deciding in advance instead of leaving it to dice rolls.
Many people are afraid to represent these experiences in their games for fear of inaccuracy, but absence isn’t necessarily better, so we designed this book to get you started, to provide guidelines so you could feel free to add this inclusion creatively and respectfully.
Chance of Traits
15–20 percent of people worldwide in real life have some form of disability. In a world with less medical, therapeutic, and nutritional science but additional magic threats, the rate of disability is likely higher. GMs should decide the rate in the campaign world, but consider 20 percent to be the base rate. Roll 1d20, 1–4 indicating a disability. Any given population within that world should expect roughly the same percentage with possible variations based on environment and any number of other factors.
Number and Category of Traits
Many disabilities have multiple traits. Choose or roll on the following table to determine the number of traits your character has. If replicating a real-world cluster or more than one in the same character, you can increase or decrease the quantity.
d20
Traits
1–7
1
8−12
2
13−15
3
16−17
4
18−19
5
20
6
Next, determine whether those traits are physical or mental. The first trait is equally likely to be physical or mental. (Roll d20: 1−10 = physical, 11–20 = mental) Subsequent traits are more likely to be in the same category, so add or subtract 2 cumulatively to the roll for the category of each additional trait. (e.g. 4 traits: First roll = 18 (mental), so the next roll would be 1–8 physical and 9–20 mental. Next roll = 10 (mental), so the next roll would be 1–6 physical and 7–20 mental. Next roll = 4 (physical), so the final roll would be 1–8 physical and 9–20 mental.) No matter how the range adjusts, a roll of 1 is always physical, and a 20 is always mental.
Impact Extent (IE)
Each trait can vary in the impact of its expression. Roll on the following table to determine the impact of each trait. See the individual trait descriptions for impact explanations. Unless otherwise stated in the description, any saving throws required by the adverse effects are DC 8 + (IE). Note that the term “impact” and the Extent labels are used for mechanical shorthand to cover a wide variety of traits, but these terms aren’t always appropriate descriptors for their real-world counterparts. Players are encouraged to use more accurate descriptors or just the mechanical number. (e.g. Many neurodiverse traits are not appropriately described as “Acute” or with negative connotations; sensory disabilities, such as visual impairment, may be better described as “Complete” at IE 4.) If a trait causes an additional experience without a listed IE, choose or roll on this table for the new experience’s IE.
Pushing Through and Masking
You can use significant effort and concentration to force yourself overcome the challenges associated with many traits, temporarily reducing the IE penalties of a trait by expending one Hit Die per IE until the end of the encounter or for 1 minute, whichever is longer. This only affects ability checks, not saving throws, and all rolls to maintain concentration while pushing through are made with disadvantage. You also have advantage on Charisma (Deception) checks to conceal your trait.
D20
IE
1–9
Mild (1)
10−15
Moderate (2)
16−18
Substantial (3)
19–20
Total (4)
Frequency
Traits can come and go, sometimes appearing instantly and disappearing as quickly. Others appear and disappear gradually over the course of days. Some can disappear for months or years and suddenly manifest again, and some never go away. Choose or roll on the following table to determine the duration of each trait. (Note: This may not be applicable to many traits. e.g. missing limbs don’t generally come and go without magic. Players and GMs should use discretion for this table and see the trait description.)
All trait descriptions assume the effects only occur while the trait is active, unless otherwise noted.
Variant Rule: Plot Arc-Based Timing
For traits with Periodic Frequency or those that change over extended periods of time, instead of rolling for a number of days between changes or saving throws, depending on the trait description, make the change or roll based on the story arcs in your campaign, such as a climactic moment or after a major event when everyone is recovering. The players should decide how trait timing will be handled when implementing this system.
d20
Time
Frequency
1
Roll Twice
A trait may not fit one of these patterns exactly. Roll twice, and decide how they might combine, such as a trait that is Triggered but fluctuates in IE like Chronic or Frequent but only Periodic throughout a given day.
2
Remission
The trait begins absent. It will recur in 1d100 days, taking 1d4 days to reach full effect. On a roll of 95−100, roll again and add the rolls together, repeating for each roll of 95−100. At the end of the time period, the trait gradually disappears over 1d4 days, then roll the same way for the duration of remission.
3–7
Periodic
The trait fluctuates. It will recur in 1d20 days, rerolling cumulatively on a 20, taking 1d100 hours to reach full effect. On a roll of 95–100, roll again and add the rolls together, repeating for each roll of 95–100. At the end of the traits, they gradually disappear over 1d100 hours.
8−13
Triggered
The trait is triggered randomly or by one or more stimuli (or absence of a stimulus, like withdrawal) as determined by a discussion between the player and GM. The trait lasts as long as the stimulus is present plus 1d100 minutes, extended as above unless otherwise noted. (For absence of stimulus, the trait begins after 1d100 minutes and lasts until the stimulus is restored.) Note that some stimuli may be unknown to the character and seem random until discovering the triggering stimulus.
14−17
Frequent
The trait occurs more often than not but has periods of inactivity. Roll 1d20 every morning. The trait is present all day unless rolling a 19 or 20.
18−19
Chronic
The trait is always present, but if the Extent is more severe than mild, roll 1d20 each morning. The trait for the day is 1 Extent less on a roll of 15−19 and 2 Extents less on a roll of 20 with a minimum of mild.
20
Degenerative
The trait starts out Mild and gradually becomes Acute in 300d100 days. Once a degenerative trait becomes Acute, the character must succeed on seven daily DC 10 Constitution saving throws or gain a permanent level of exhaustion.Note: Degenerative conditions even in a fictional character, can be emotionally taxing. This RPG is a game, and such a bleak prognosis may take the fun out of the game, and this would work counter to the goal of this book, so the GM should always give a player the choice to reroll this result for the player’s own mental health.That said, the author’s own father struggled with a degenerative disease for decades and lived with its accompanying disabilities, and he lived a heroic life in service to others. Many a tale can be told of heroes who finish their quest and ride off into the sunset, knowing their days are numbered, but that lives are meaningful however long they last.
One or both of your ears has a shape that’s unusual for your ancestry. Choose or use the following table to determine the unusual shape and effects. This is a permanent condition.
A substance leaks out of your eyes. Roll on the table below for the nature and effects of the substance.
d20
Discharge
1
Acid
2–6
Blood
7
Ink
8–9
Oil
10−15
Pus
16−19
Tears
20
Venom
Eye Color Difference
Your eyes are colored outside the usual range of hues typical for your people according to the following table.
d20
Eye Region
1–3
Pupil
4−10
Iris
11−17
Sclera (Whites)
18–20
Entire eye
Ocular Diversity
One or both of your eyes are shaped or located outside the range typical for your ancestry. Choose or roll on the following table. 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. Example stimuli include sunrise/sunset, seasons, or stress.
d20
Ocular Diversity
1–3
Location
4–5
Eyelid Difference
6–8
Bulging
9–10
Sunken
11–13
Oversized
14–15
Undersized
16–19
Pupil Difference
20
Side Placement
Partial Field Blindness/Agnosia
You’re unable to see or recognize certain areas or features. Choose or roll on the following table.
d20
Visual Difference
1–8
Closed Angle Vision
9–14
Open Angle Vision
15–16
Humanoid Agnosia
17–18
Animal Agnosia
19–20
Topographical Agnosia
Humanoid Agnosia
You are unable to recognize a specific part of a humanoid body or distinguish it from others according to the following table.
You have trouble communicating using language, including speaking, understanding, and writing. Choose or roll on the following table. You have 1d6 of the following patterns.
d20
Language Processing Expression
1–5
Dysgraphia
6
Reiterative Agraphia
7
Specialist Agraphia
8
Dysexecutive Agraphia
9
Apraxic Agraphia
10
Lexical Agraphia
11
Semantic Agraphia
12
Phonological Agraphia
13
Visuospatial Agraphia
14
Alexia
15–16
Expressive Aphasia
17
Receptive Aphasia
18
Anomic Aphasia
19–20
Global Aphasia
Memory Loss
d10
Symptom
1–2
Anterograde Amnesia
3–6
Retrograde Amnesia
7
Dissociative Fugue
8–0
Traumatic Amnesia
Pain
d10
Pain Experience
1–5
Chronic Pain
6–9
Hyperalgesia
10
Hypoalgesia
Seizures
d100
Seizure Type
1–40
Focal Aware Seizures
41–60
Focal Impaired Awareness Seizures
61–67
Absence Seizures
68–77
Myoclonic Seizures
78–82
Clonic Seizures
83–88
Tonic Seizures
89–93
Atonic Seizures
94–100
Tonic Clonic Seizures
Focal Aware Seizures. You have a strange feeling for (IE)d20 seconds resulting in one of the following experiences.
Unusual smell or taste: You smell or taste something with no known source. You have a −(IE) penalty on all Wisdom (Perception) checks related to smell and taste for the duration.
Feeling like one random limb is larger or smaller than it actually is: you have a −(IE) penalty on all Dexterity attack rolls; ability checks; and saving throws with that limb for the duration.
7
Perception of colored or flashing lights: You have a −(IE) penalty on all Wisdom (Perception) checks involving vision
8
Hallucination
Sensory Processing Difference
d6
Sensory Processing Pattern
1
Sensory Over-Responsivity
2
Sensory Under-Responsivity
3
Sensory Craving
4
Vestibular Difference
5
Dyspraxia
6
Sensory Discrimination Difference
Sensory Discrimination Difference. You have trouble determining variation in 1d4 subtypes of sensory input. Choose or roll on the following table.
d8
SDD Subtype
1
Auditory
2
Visual
3
Tactile
4
Vestibular
5
Olfactory
6
Gustatory
7
Proprioception
8
Interoception
Sleep Disruptions
d100
Sleep Disruption
1–6
Confusional Arousals
7
Exploding Head
8–17
Hypersomnolence
18–40
Insomnia
41–44
Night Terrors
45–50
Nightmares
51–52
Sleep Aggression
53–55
Sleep Behaviors
56–60
Sleep Enuresis
61–62
Sleep Paralysis
63
Sleep Sorcery
64–86
Sleep-Related Breathing Disruption
87–88
Sleep-Related Hallucinations
89–93
Sleep-Related Movements
94–97
Sleep-Wake Disruptions
98–100
Sleepwalking
Sleep-Wake Disruption Your internal sleep clock does not correspond to your intended pattern. If you cannot follow your internal pattern, follow the rules for Insomnia accordingly.
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