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Limitless Heroics
Including Characters
with Disabilities, Mental Illness, & Neurodivergence
in Fifth Edition
Free Preview Explanation
Welcome to the free preview of Limitless Heroics. This book
provides all you need to add disability traits to characters in
5th edition and can be used by itself. It includes tables and
instructions for adding traits and help to introduce the
concept to players.
When the full book releases in July 2022, it will include
traits and full game mechanics for each Trait. Each Trait also
includes assistive options, magical assistance, real world
examples, service animals, 50 NPC examples, and more. The
tables from this book and more will form an appendix for
quick character creation, and our website will have a free
random generator to make all the rolls with a single click.
Pre-order now to get the pre-order sale price.
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.
Welcome! No, seriously,
you’re welcome here.
The 2020 release of Sara Thompson’s Combat Wheelchair
and Jennifer Kretchmer’s adventure in Candlekeep Mysteries
sparked a conversation throughout the RPG community
about disabilities, ableism, and accessibility, bringing
awareness to a relatively ignored but huge global minority.
While I don’t identify as disabled, I do find myself in over a
half dozen physical, mental, and neurodiverse traits in this
book. I have a Bachelor of Arts in psychology, and I've cared
for people with disabilities for decades, including working in
an orthotics shop in college and as a counselor at a camp
with developmentally disabled campers. I have also worked
with teens with disabilities and mental illness as a youth
pastor, was recently employed as a Direct Service Provider in
a group home, and am a father of children with disabilities,
neurodiversity, and mental illness. I want the disabled people
I love not just to find characters like them in an RPG, but I
also want others who might not encounter many disabled
people in their own lives to have a chance to experience and
interact with disabled people through roleplaying to help
them feel comfortable when they encounter them in real life.
The process of writing this book included consultations
and conversations with multiple disabled, neurodivergent,
and mentally ill people who shared their experiences and
feedback to provide proper representation. But feedback on
hundreds of traits — some of which correspond to rare
conditions — was impossible, so to that end, we continue to
hear those experiences through our monthly show, Gaining
Advantage. We invite our readers to contact us to come on
the show and share your experiences as others have.
NOTE: The final version of the book is designed for better
readability: screen reader friendly in multiple formats,
dyslexia-friendly layout, and more. This layout and formatting
does not represent the final appearance of Limitless Heroics.
2
What This Book Is
This book is a tool to include disabled characters in a fifth
edition setting, both as Player Characters (PCs) and NonPlayer Characters (NPCs). The book helps the Game Master
(GM) and players explore the concept of disability in a fantasy
setting, raise awareness of disabled people and communities,
and normalize interactions with them. This book assumes
familiarity with at least the Basic Rules of the fifth edition of
the world’s greatest roleplaying game.
Note that this book is also intended to help people without
the book’s traits represent people with them in their games. If
we want better representation and less stigma, it helps to
encourage it at every gaming table beyond one where the
players only represent their own experiences, analogous to
female characters in a world at an all-male table or including
other populations not currently playing, especially minorities.
(See the Asians Represent! Podcast for one example.) We
can’t claim to know or to perfectly represent someone else’s
experience, but in respectful roleplay, we can attempt to
know it a little better today than we did yesterday and thus
gain empathy and awareness, which will, in turn, help us
interact with those whose experiences vary from ours and
better understand how we can support each other and
embrace diversity.
What This Book Is Not
This is not a medical journal. While real-world examples of
disabilities are listed for disabled players looking for
representation and to help educate players, these are fantasy
disabilities designed to work within the rules of fifth edition
in a fantasy world. They are not intended to be exact
duplicates of real-world disabilities. Real-world terminology
for traits, where used, is for convenience, not clinical
accuracy. Do not use this as WebMD&D to self-diagnose.
This book breaks disabilities down into traits, rather than
the collections that comprise real-world disorders. We made
this choice for many reasons. First, most disorders include a
range of possible traits but manifest differently in different
people. Many of us have heard the saying, “Autism is a
spectrum.” There's no way a simple game mechanic could
encapsulate that variety, while the converse is also true —
many disorders have the same traits but differ in their
underlying cause, so in game terms, they're identical. At the
same time, nearly all disabled players should be able to find
their traits represented here, so if they'd like to play as a
character with the same ones, they can use this book like a
list of ingredients in a recipe. Also, note that many disabilities
and traits don’t fit into a single category, and the
categorization here is by presentation rather than cause,
grouped more with character creation in mind than scientific
accuracy (which is subject to change).
Even with the extensive list of traits included here, it’s
impossible to describe every subtle difference from one
person’s experience to another’s, as even with the same traits,
every experience is unique. We’ve included some sidebars as
examples of these variations, but players should consider
every entry to be open to variations, and we encourage
learning about different experiences.
This book is also not an experience of disability for the player.
While it may give players insight into the challenges that
some disabled people face, players can, at any time, stop
playing the game, setting that imagined disability aside.
Finally, language changes through time, and sometimes there
are even disagreements over current terminology (e.g.
identity-first vs. person-first language). It is not our intention
to use language that offends anyone. Please keep this in mind
when using the book if you prefer different terminology, and
feel free to use it in place of what is here.
What to avoid
Certain harmful tropes tend to recur in fictional media that
dehumanize and objectify disabled people. Even if a kobold
has post-traumatic stress disorder (PTSD), they're still a
person.
Take a moment to consider the character's disability and
how it affects them, even a background NPC. How did they
acquire the disability? How long have they had it? Mentally
move through a typical day for them, and consider how it's
different from a non-disabled character.
With this in mind, avoid these common themes: (This list is
a summary of the articles in Fay Onyx’s Ableist Tropes in
Storytelling series. You can find this series, along with many
more resources on portraying disability, at
https://writingalchemy.net/podcast-2/unfamiliar-heroes/tropeof-the-week-series/ )
Villainous Disability. Often, the villain is the only
character in the story with a disability. Darth Vader was so
defined by his breathing apparatus that, at the door of his
redemption arc, he had it removed. If you have villains
with disabilities, make sure they’re not the only noticeable
disabled characters, and don’t define them by their
disability. Likewise, don’t use “insane/crazy” as the villain’s
motivation, especially when “crazy” has nothing to do with
actual mental illness and is just a lazy motivation for
“quirky bully.” If you have a disabled villain, make sure
they’re not the only disabled character, and make sure
their disability is neither a symbol nor a motivation for
their evil.
Bitter Disability. If the character is bitter, don’t make
their bitterness about their disability. The disability can be
part of the story that made them bitter, but don’t make it
the focus. (Darth Vader is bitter about losing his wife, not
about his disability.)
Cosmetic Disability. If a character has a disability, don’t
give them a perfect adaptation that makes their disability
meaningless. (Luke Skywalker in Star Wars loses a hand,
but is provided a prosthetic hand that does everything his
original hand did without any depiction of the need for
maintenance, limitations of the hand, or any discomfort.
The prosthetic is so perfect that it and Luke’s disability are
meaningless.) See the adaptations in Appendix 4: Magic
Assistance for ways to assist with the disability without
minimizing it.
Helpless Disability. Don’t make the disabled character
the one who always needs to be rescued any more than
any other characters and avoid predatory plot points that
specifically target the character’s disability. Give them
challenges that, just like anyone else, they sometimes
overcome and sometimes not.
Inspirational Disability. Don’t dehumanize a character so
that their only purpose is to inspire and teach nondisabled people a lesson. (“If they can do this while
disabled, you can, too!” or “Aren’t you glad you don’t have
that disability?”) Make NPCs complex characters with
other features such that their disability is one feature in a
list, not a defining characteristic. (Yoda has a mobility
disability that requires the use of a cane, but that isn’t his
core characteristic.) Make their accomplishments great
accomplishments regardless of disability.
Magical Cures and Disability as an Obstacle. Disability
should be depicted as something to be managed, not
cured. Adaptations have side-effects and disadvantages
that change the way a person gets through each day,
makes plans, and relates to the world. The goal of most
disabled people is to achieve their dreams while managing
their disability, not curing or hiding it from non-disabled
people. The next section on the difference between
conditions and disabilities discusses this. Finally, consider
how a character’s experience changes over time, possibly
getting gradually better or worse, but also how their goals
don’t focus on their disabilities any more than a fighter’s
goal is to overcome the inability to cast spells.
Fragile Body, Magic Mind. (Yes, Professor X, we’re
thinking of you.) When choosing abilities for your fantasy
character, consider all possibilities as you would any other
character. Yes, physically disabled characters can be
casters, but they can also be barbarians, and characters
with mental disabilities can be wizards. Choose their class
and abilities based on the character concept, not based on
the disability.
One-Dimensional Disability. Don’t have all your disabled
characters fit all the majority norms of race, gender,
religion, and orientation. How else besides disability are
they different from Gandalf, Frodo, and Gimli?
Metaphorical Disability. Don’t use an oppressed group,
including disabled people, as a metaphor for that
oppression unless the player is a member of that group
and chooses to do so, such as Tiny Tim and his crutch
representing poverty and oppression in A Christmas Carol
or Captain Hook being both named for and represented by
his prosthesis in Peter Pan. If you want to have
metaphorical representation in your stories, rather than
using humanoid characters as symbols, use objects,
animals, or the environment, or use a different feature of
the character as the symbol (e.g. red armor or their
warlock patron), not their oppressed identity.
Ableist Monsters. Don’t use disability to make monsters
scary or unsettling. Drooling, limping, limb deformities,
and other physical and mental features that mimic human
disabilities associate those characteristics with fear and
evil and affect our perception of real disabled people.
Avoid monster abilities that impose “madness” on
characters. If a monster has an emotionally upsetting
ability, consider describing it as confusing, disorienting,
horrifying, distressing, unsettling, or some other synonym
for extreme discomfort, and avoid effects that seem to
mimic real-world mental illness or stereotypes of the
same.
3
What about the
Restoration and
Regeneration Spells?
Many have asked, “Why would you have disabilities in a world
with the greater restoration and Lesser Restoration spells?
Why not just heal them?”
First, consider the real-life effect versus the in-game effect.
Campaign worlds are designed starting with the real world,
then removing and adding features to make it fantasy. When
creating a world, why are you removing disabled people from
it? Disabilities add depth to a campaign world and benefits to
players and GMs by learning about disabilities and living with
them.
But even beyond that, what do the rules say? Lesser
Restoration “can end either one disease or one condition
afflicting [the target]. The condition can be blinded, deafened,
paralyzed, or poisoned.” Greater Restoration can “undo a
debilitating effect. You can reduce the target's exhaustion
level by one, or end one of the following effects on the target…
reduction to one of the target's ability scores…effect reducing
the target's hit point maximum.”
A condition, as a fifth edition game mechanic, has specific
implications. “A condition lasts either until it is countered
(the prone condition is countered by standing up, for
example) or for a duration specified by the effect that
imposed the condition.” Conditions in fifth edition either can
be countered or have durations. An injury could result in a
condition that will eventually either be countered (healed),
end its duration (wear off), or become a disability (See
Acquired Disabilities below), but none of the fifth edition
conditions are permanent or long-term.
Further, to undo a debilitating effect implies that the effect
was done in the first place. For a person born with a
congenital condition, nothing was done that can be undone.
But even if it’s an effect that happens later, the spell gives
specific rules to what effects can be undone, not just any
debilitating effect. It can’t undo the debilitating effect of not
being able to breathe due to falling one thousand feet and
being crushed. Related to disabilities, it only helps with
exhaustion (not the cause of the exhaustion unless it’s a
disease, for which you can use Lesser Restoration), not
chronic pain, anxiety, depression, or most disability traits in
this book which do not directly affect ability scores or
maximum hit points.
4
Lesser Restoration can end a disease, but how do you define
disease in your game, especially since the rules distinguish
between diseases and insanity (fifth edition’s harmful term for
mental illness and neurodiversity), and disease is a physical
condition caused by a foreign substance interacting with the
body detrimentally? This description rules out all forms of
mental illness, congenital conditions, and other conditions
caused by internal factors. The exceptions may be those
specifically listed: blinded, deafened, paralyzed, or poisoned;
but even those are specific conditions that refer to Acute (IE
4 in this book) conditions. But again, if the condition is
caused by internal biology, it only mitigates the condition, not
the cause, which means it will likely return at the same rate
as the initial onset or faster unless caused by injury or
disease, or if you distinguish between conditions and traits as
noted here, these spells only affect (temporary) conditions,
not traits, by a strict reading of the rules.
Have the Discussion
Talk to your players either during Session Zero, when you
first introduce disabled characters, or when you plan to give a
player character a disability. Point them to one of the links at
the end of this book. Talk about the above tropes. Find out
how they feel about it. Note that some players like to have the
chance to fight against oppression in-game where they can
sometimes feel or be more effective than in the real world
(emancipation bleed) while others don't have the emotional
spell slots for this (fatigue diversity) and instead want a world
that is very accessible and leaves this conflict behind. Talk
about this together, and decide how you’d like to experience
representation in your game.
Don’t force it
If a player is uncomfortable playing a character with a
disability or chooses not to in the game, the GM should not
force this on the player without their consent. If GMs want to
give players experiences with disabled people, this can still
be done with disabled NPCs. Forcing a player to play a
disabled character will only create resentment. GMs and
players should also be sensitive to “body horror” concerns. As
difference has been used commonly in the horror genre to
elicit fear and disgust, participants should be careful that they
avoid eliciting these reactions among other participants, as
the goal is to make people comfortable around those with
disabilities, not afraid of them. Again, talk to players,
individually if necessary, and see how they feel about specific
proposed traits among their own or other characters. Every
one of us encounters disabled people in our lives, and many
of us are disabled or will be someday, and including them in
our fantasy worlds gives us insights into their experiences,
opportunities to explore accessibility, and awareness of ways
that we can improve each other’s lives, but know your players
enough to determine the most beneficial way to do that. How
many, if any, will roleplay a character that experiences a
fulfilling life with some added challenges? Will they meet an
NPC that they will interact with and depend on? Decide what
will be most beneficial at your table.
Don't fix it
While the disabilities listed offer suggestions for assistive
technology, notice that most of the suggestions don't negate
the disability. That's not how assistive devices usually work.
Some assistive devices come close, such as the glasses I
wear for nearsightedness and astigmatism, but because they
correct my vision to 20/20, I don’t identify as disabled, but
even those require maintenance and can fall off. They help
compensate but also have drawbacks and limitations. We
encourage you to include this in your game.
Learn
When playing a character with specific traits, to get the most
benefit, learn more about those real-world traits or, even if
playing fantasy traits, the ones they’re based on. Look them
up on recognized medical websites or Wikipedia. Even better,
find people for whom those traits are part of life who write or
speak about their experience. Note that this isn’t always easy,
as part of life for a disabled person is explaining their traits
ad nauseum to medical professionals, family members,
friends, coworkers, and many more, and it’s exhausting.
Online communities like Reddit’s r/disability or
r/Disabled_dungeons or subreddits dedicated to specific
disabilities, websites dedicated to specific disabled
communities, or Wyrmworks Publishing’s show, Gaining
Advantage, can help you.
At the same time, part of learning is recognizing that you
don’t know everything and won’t always get it right. Not to
mention that everyone’s experiences with disability, and even
the same traits, are different. Be patient with others and
yourself. No one should expect you to know everything. I
talked to dozens of people about their traits in addition to
hundreds of hours of research to write this book, and I
welcome the opportunity to learn and grow. You just need to
care and value people.
Choose Your Style
The rules in this book are suggestions — starting points for
representation. Players and GMs should discuss any given
trait and decide how to roleplay it, whether using the rules in
this book as they are, altering or replacing them to better
match a lived experience, reduce cognitive load, or avoid
emotional triggers, or using the trait(s) to raise awareness
while roleplaying the traits purely through descriptions
without assigning modifiers but still discussing what benefits
and challenges would apply to any given situation. Note also
that every random table says, “Choose or roll,” and the GM
and player can decide how to use these tables to their benefit
during character creation.
Acknowledge the
Inconvenience
Adding these rules, which can sometimes affect every round,
may add some inconvenience or even tedium to the game.
This is unavoidable but also educational; you may find it adds
to the roleplay experience and how you identify with your
character and others’. In other words, experiencing these
challenges creates empathy for those for whom such
challenges are an unavoidable part of their lives.
5
Handout: Disability
Questions for Players
(This chart can be given to players before starting a campaign
in Session Zero or when discussing implementing these
mechanics mid-campaign.)
We will be using disabled characters in this RPG, just as
you meet them in real life. We all experience this differently.
Maybe you personally experience some. Maybe a loved one
has or had a disability. Maybe some of these, as a result, will
cause painful memories.
We want you to have fun.
What disabilities will take the fun out of the game for you?
Think about what you’re ok with in player characters (PCs)
that you’ll play with every time. Think about what you’re ok
with in non-player characters (NPCs) that you meet
sometimes. Talk about specifics with the game master (GM).
Ask if you don’t understand a term. You can change your
mind at any time in the future. This list is not exhaustive, just
broad categories that are often difficult for people to
encounter. Feel free to list others below.
Disability Type
OK for PC
OK for NPC
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Body Deformities
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Confrontational Personalities 🔲 Yes 🔲 No 🔲 Yes 🔲 No
Degenerative Diseases
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Emotional Disturbance
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Fluid Discharge
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Hallucinations
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Identity Loss
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Loss of Control
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Loss of Senses
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Memory Loss
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Parasites
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Personality Changes
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Reality Disconnect
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Skin Disease
🔲 Yes 🔲 No 🔲 Yes 🔲 No
Abnormal Movements
Please avoid these traits or disabilities:
6
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
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 severity of its expression. Roll on
the following table to determine the severity of each Trait.
See the individual Trait descriptions for severity explanations.
Unless otherwise stated in the description, any saving throws
required by the adverse effects are DC 8+(Impact Extent).
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
Impact Extent
1–9
Mild (1)
10−15
Moderate (2)
16−18
Substantial (3)
19–20
Total (4)
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
7
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.
1d20 Effect
Physical Traits
For each physical Trait, choose or roll to determine
appendage or organ system (50/50 chance for each). Then
roll on the appropriate table.
Appendage
d20
Appendage
1–2
Face
3–5
Ears (Roll again: 1−12 = 1 ear, 13–20 = 2 ears)
6–8
Eyes (Roll again: 1−12 = 1 eye, 13–20 = 2 eyes)
9
Nose
10−12 Mouth
13
Neck & Back
14−16 Arms & Hands (Roll again: 1−12 = 1, 13–20 = 2)
17−19 Legs & Feet (Roll again: 1−12 = 1, 13–20 = 2)
20
Teeth
Face
d100
Trait
1−10
Diverse Shape
8–17 No change
11–25
Face Cleft
18– Bad Day: All IE-related penalties are
20 increased by 1 (Maximum 4)
26–45
Discoloration
46–60
Paralysis
61–80
Rash
81–85
Tumor
Variant Rule: Good and Bad Days
86−100
Tremor
In addition to overall trends in Frequency, many
Traits have a fluctuating IE. Roll 1d20 after a long
rest for each applicable trait.
Ear(s)
1–7
Good Day: All IE-related penalties are
reduced by 1 (Minimum 0)
1d20 Effect
8
Trait Descriptions
1
Diverse Shape
2
Hyperacusis (sound sensitivity)
Good Day: All IE-related penalties are
1–7
reduced by 1 (Minimum 0)
3
Diplacusis (double hearing)
8–17 No change
4–5
Discharge
18– Bad Day: All IE-related penalties are
20 increased by 1 (Maximum 4)
6–7
Dizziness
8−12
Hearing Loss
13−15
Pain
16–20
Tinnitus
Diverse Ear Shape
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.
d20
Ear Shape
1−10
Miniature or Missing
11−12
Dangling Earlobes
13−14
Aquatic
15−16
Musoid
17−18
Fennec
19–20
Forked
Discharge
A substance leaks out of your ears. Roll on the table below for
the nature and effects of the substance.
d20
Discharge
1
Acid
2–6
Blood
7
Light
8−14
Pus
15−16
Smoke
17−19
Sweat
20
Venom
Eye(s)
d100
Trait
01
Akinetopsia
02
Aquatic Vision
03–10
Blindness
11−17
Cataract
18
Clairvoyance
19–24
Colorblindness
25–29
Discharge
30–32
Discoloration
33–34
Difference
35–39
Eyelid Spasms
40
Microvision
41–43
Missing
44–48
Moisture Deficiency
49–54
Night Blindness
55–59
Pain
60–62
Partial Field Blindness
63–64
Palinopsia
65
Periscopic Vision
66–71
Photosensitivity
72–93
Refractive Differences
94–99
Involuntary Eye Movement
00
Thermal Vision
Discharge
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
9
Discoloration
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.
You are unable to recognize a specific part of a humanoid
body or distinguish it from others according to the following
table.
d20
Feature
1–8
Face
9–10
Fingers/hands/claws
11–13
Hair
14–16
Clothing
17–20
Voice
Nose
d20
Trait
1–8
Anosmia
9−12
Discharge
13−16
Difference
17
Horn Growth
18
Hypersensitive Smell
19–20
Nasal Echo
d20
Ocular Diversity
1–3
Location
4–5
Eyelid Difference
6–8
Bulging
9–10
Sunken
11–13
Oversized
14–15
Undersized
A substance leaks out of your nose. Roll on the table below
for the nature and effects of the substance.
16–19
Pupil Difference
d20
Discharge
20
Side Placement
1–3
Blood
4
Honey
5–10
Mucus
11–13
Pus
14
Smoke
15–20
Tears
Partial Field Blindness/Agnosia
You’re unable to see or recognize certain areas or features.
Choose or roll on the following table.
10
Humanoid Agnosia
Discharge
d20
Visual Difference
1–8
Closed Angle Vision
9–14
Open Angle Vision
Nose Difference
15–16
Humanoid Agnosia
d100
Difference
17–18
Animal Agnosia
1–15
Bulbous
19–20
Topographical Agnosia
16–26
Enlarged
27–34
Elongated
35–39
Hanging
40–49
Hooked
50–54
Inverted nostrils
55–67
Fissures
68–75
Porcine
76–85
Recessed
86–100
Warped
Mouth
Mouth Difference
d20
Taste Alteration
d100
Mouth Difference
1–5
Amplification
1–15
Chin Shape Difference
6–10
Disruption
16–27
Jaw Dislocation
11–13
Discrimination Modification
28–37
Lip Absence
14–20
Sensitivity
38–42
Minimal Opening
43–48
Mouth Location Difference
49–63
Misaligned Jaw
64–78
Oversized Mouth
79–100
Tooth Difference
Dysgeusia
1d20
Taste Alteration
1–5
Amplification
6–10
Disruption
11–13
Discrimination Modification
Chin Shape Difference
14–20
Sensitivity
d20
Chin Shape
1–4
Bulbous
5–6
Curled
7–8
Forked
9–13
Missing
14–18
Oversized
19–20
Pointed
Sensitivity
d20
Discharge
1–4
Blood
5
Cold
6
Fire
7
Gas
8–11
Mucus
Tongue Difference
12–19
Saliva
d20
Difference
20
Smoke
1–6
Extended
7–9
Forked
10–16
Minimal
17
Prehensile
18
Proboscis
19
Symbiotic
20
Vampiric
Discharge
1d20
Discharge
1–4
Blood
5
Cold
6
Fire
7
Gas
8–11
Mucus
Neck & Back
12–19
Saliva
d100
Trait
20
Smoke
01−15
Spine Difference
16–30
Growth
31–32
Neck Length Difference
33–57
Pain
58–60
Ridges
61–62
Spina Bifida
63–89
Stiffness
90–94
Swallowing Difficulty
95–96
Tail Difference
97–100
Vocal Cord Difference
11
Vocal Cord Differences
Finger Difference
d20
Vocal Cord Difference
d20
Finger Difference
1–4
Noisy Breathing
1–4
Shape Diversity
5
Pitch Irregularity
5–8
Missing Fingers
6
Reverberation
9–10
Overgrowth
7–10
Silent
11–13
Polydactyly
11–16
Uncontrolled Volume
14–15
Syndactyly
17–20
Wheezing
16
Talons
17–18
Undergrowth
19–20
Webbed
Uncontrolled Volume
IE Loud Voice
Quiet Voice
Conversational
1 volume, can’t
talk quieter
Conversational volume, can’t talk
louder
2
Always project
your voice
3
Always yell as
Always whisper
loud as possible
Always talk
louder than
4
humanly
possible
12
Always mumble
Always whisper so quietly that
enhanced hearing or very close
proximity is needed to hear
Leg(s) & Foot (/Feet)
d100
Trait
01−10
Atypical Toes
11–20
Difference
21
Hypersensitivity
22–31
Missing
32–41
Muscle Control
42–60
Pain
61–70
Paralysis & Numbness
Arm(s) & Hand(s)
71–85
Stiffness
d100
Trait
86–95
Tremor
1–8
Finger Difference
96–100
Weakness
9–12
Hypersensitivity
13–22
Missing
23–32
Muscle Control
33–42
Pain
43–52
Paralysis & Numbness
53–72
Stiffness
73–77
Strength Control
78–92
Tremor
93–100
Weakness
Atypical Toes
d20
Toe Difference
1–3
Atypically-shaped
4–10
Missing toes
11–12
Overgrowth
13–14
Polydactyly
15–16
Syndactyly
17
Talons
18–19
Undergrowth
20
Webbed
Foot Difference
Skeletal
d20
Foot Difference
d20
Trait
1–7
Arch Irregularity
1–4
Altered Growth
8–9
Claw Heel
5–7
Calcification
10–13
Clubfoot
8–10
Skeletal Difference
14
Hooves
11–16
Dislocation
15
Prehensile Feet
17–19
Disproportionate Growth
16–20
Toe Walking
20
Flexibility
Teeth
Skeletal Difference
d20
Trait
d10
Area
1–2
Discoloration
1–2
Ribs
3–6
Difference
3–6
Arm
7−13
Missing
7−10
Leg
14–20
Pain
Dislocation
Tooth Difference
d10
Joint Dislocation
d20
Tooth Difference
1
Finger
1–6
Buck Teeth
2–3
Shoulder
7–8
Fangs
4–5
Ribs
9–14
Oversized
6
Knee
15
Sabertooth
7
Elbow
16
Shark Teeth
8–9
Hip
17
Tusks
10
Jaw
18–20
Undersized
Disproportionate Growth
Organ System
d20
Shortened Area
d100
Organ System
1–4
Trunk
01−10
Skeletal
5–7
Arms & Hands
11–25
Nervous
8–10
Legs & Feet
26–35
Muscular
11–13
Arms
36–47
Endocrine
14–16
Legs
48–62
Immune
17–20
Head
63–77
Cardiovascular/Circulatory
78–91
Integumentary
Head. The reduced size of your head causes (IE) other
traits according to the following table, each with its own IE.
92−100
Digestive
d6 Trait
1
Seizures
2
Intellectual Disability
3
−(IE) on Dexterity checks to balance
4
Swallowing Difficulties
5
Hearing Loss
6
Refractory Issues
13
Neurological Differences
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.
d100
Trait
01
Anosognosia
02
Aphantasia
03–04
Apraxia
05
Asomatognosia
06–08
Brain Fog
09−15
Fainting
16–29
Fatigue
30–32
Fever
33–34
Language Processing
35–40
Memory Loss
41–51
Pain
52–58
Seizures
59–61
Sensory Processing Difference
62–74
Sleep Disruptions
75–77
Slow Movement
78–87
Social Communication Disability
88–89
Spatial Neglect
90–91
Special Interest
Memory Loss
92–93
Stimulus Processing Disability
d10
Symptom
94–95
Synesthesia
1–2
Anterograde Amnesia
96–100
Unrelated Stimulus Reflex
3–6
Retrograde Amnesia
7
Dissociative Fugue
8–0
Traumatic Amnesia
Apraxia
14
Language Processing
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
d10
Apraxia
1
Conceptual
Pain
2–3
Buccofacial
d10
Pain Experience
4
Limb-Kinetic (Arm)
1–5
Chronic Pain
5
Limb-Kinetic (Leg)
6–9
Hyperalgesia
6
Ideomotor
10
Hypoalgesia
7
Ideational
8
Verbal
Seizures
9
Constructional
10
Oculomotor
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.
Sleep Disruptions
d100
Sleep Disruption
d8 Experience
1–6
Confusional Arousals
1 Nausea
7
Exploding Head
Unusual smell or taste: You smell or taste something
with no known source. You have a −(IE) penalty on all
2
Wisdom (Perception) checks related to smell and taste
for the duration.
8–17
Hypersomnolence
18–40
Insomnia
41–44
Night Terrors
3 Amplified Emotion (equally likely positive or negative)
45–50
Nightmares
4 Myoclonic Seizure in one random arm
51–52
Sleep Aggression
5 Numbness in one random limb
53–55
Sleep Behaviors
Feeling like one random limb is larger or smaller than it
actually is: you have a −(IE) penalty on all Dexterity
6
attack rolls, ability checks, and saving throws with that
limb for the duration.
56–60
Sleep Enuresis
61–62
Sleep Paralysis
63
Sleep Sorcery
Perception of colored or flashing lights: You have a −
7 (IE) penalty on all Wisdom (Perception) checks
involving vision
64–86
Sleep-Related Breathing Disruption
87–88
Sleep-Related Hallucinations
8 Hallucination
89–93
Sleep-Related Movements
94–97
Sleep-Wake Disruptions
98–100
Sleepwalking
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-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.
d10
1d10 if you have IE 4
Blindness
Sleep-Wake Disruption
1–4 1–3
Irregular Rhythm
5–9 4–7
Delayed Phase
10 8–10
Non-synchronized Circadian
Rhythm
Spatial Neglect
Axis you neglect half of your perceptive field, according to the
following table.
1d10
Neglected Half
1–4
Left
5–8
Right
9
Top
10
Bottom
15
Sense Processing Difference
Immune System
d10
Sense
d20
Trait
1–3
Sight
1−10
Allergies
4–7
Hearing
11−12
Atraitatic Disease Carrier
8–9
Touch
13–20
Immunocompromised
10
Smell & Taste
20
Paradoxical Reaction
Synesthesia
Allergies
d6
Sense
d4
Allergy
1
Vision
1
Food Allergy
2
Hearing
2
Venom Allergy
3
Touch
3
Airborne Allergy
4
Smell/Taste
4
Contact Allergy
5
Proprioception (movement)
6
Mirror
Muscular
d20
Trait
01−10
Cramps
11–14
Fine Motor Control Loss
15–17
Gross Motor Control Loss
18–19
Hiccups
20
Paradoxical Myotonia
Endocrine Differences
Injected
Contact
Inhaled
1 Rash
+10%
Damage
Rash
Eye or Nose
Discharge
2 Nausea
+20%
Damage
Rash + Eye or Rash + Eye or
Nose
Nose
Discharge
Discharge
+20%
Damage,
Fainting
Rash +
Nausea
3
Fatigue +
Nausea
Shortness of
Breath
Gain 1 level
Gain 1 level Gain 1 level Gain 1 level
of
4
of exhaustion of exhaustion of exhaustion
exhaustion
per round
per round
per round
per round
d20
Trait
Paradoxical Reaction
1–3
Agitation
d20
Effect
4–5
Delayed puberty
1
Double Desired Effect
6–8
Diabetes
2–3
Opposite Effect
9
Infertility
4
Random Physical (Appendage) Trait
10
Intersex
5–7
Random Nervous System Trait
11–14
Temperature Intolerance
8–9
Random Muscular System Trait
15–16
Vertigo
10–11 Random Endocrine System Trait
17–20
Weight Difference
12
Random Immune System Trait
13–15 Random Cardiovascular/Circulatory System Trait
Diabetes
16
IE Ingested
d10
Effect
1–4
Hyperglycemia
5–6
Hypoglycemia
7–10
Both
16
Random Integumentary System Trait
17–18 Random Digestive System Trait
19–20 Random Complication
Cardiovascular / Circulatory
Chronic Acne
d20
Trait
1d20
Discharge
1
Unique Blood Content
1
Acid
2
Hemophilia
2–8
Blood
3–11
Hypertension
9
Honey
12−17
Shortness of Breath
10–12
Oil
18–20
Vasospasm
13–19
Pus
Unique Blood Content
20
Venom
d20
Blood Content
Sweat Difference
1–3
Acid
1d20
Discharge
4–5
Chlorocruorin
1–7
Blood
6–7
Coboglobin
8
Honey
8
Combustible
9–11
Oil
9–12
Erythrocruorin
12–19
Saline
13–14
Hemerythrin
20
Venom
15–17
Hemocyanin
18–20
Vanabins
Hair Growth Differences
20
Volatile Liquid
Integumentary
You have reduced (70%) or excessive (30%) hair growth
relative to your ancestry. Choose or roll on the following
table.
IE Reduced
Additional (Cumulative)
d100
Trait
01–04
Chronic Acne
05–10
Discoloration
Missing 50%+ of
Body hair noticeably thicker than
1 hair on top of
average
head
11–13
Keratin Distribution Difference
2 Bald head
14–16
Nails Difference
17−21
Sweat Difference
22–28
Blistering
29–43
Hair Growth Differences
44–45
Hair Material Difference
46–60
Fissures
61–67
Hyperelasticity
68–74
Paresthesia & Phantom Pain
75–100
Rash
3
Noticeable hair growth in unusual
places
No hair on face &
Thick fast-growing facial hair
head
4 No hair on body
Body, including face, covered in
thick hair except nose, palms, &
soles
Hair Material Difference
d20
Hair Material
1–4
Bone
5–6
Crystal
7
Fire
8–10
Moss
11–12
Smoke
13–14
Spores
15
Tendrils
16–18
Vines
19–20
Webs
17
Mental Traits
Digestive
d100
Trait
d100
Trait
01–15
Acid Reflux
01
Animated Hand
16–30
Constipation
02–04
Alleviation Behavior
31–47
Diarrhea
05–07
Amplified Emotion
48–80
Food Intolerance
08
Anhedonia
81–87
Incontinence
09–11
Attention Difference
98–100
Pervasive Hunger
12–14
Baseless Emotion
15–16
Confusion
Your body is unable to digest certain foods or ingredients,
causing (Severity Degree) of the following traits. This trait
time is always Triggered.
17–18
Delusions
19
Depersonalization
20
Derealization
d10
Trait
21–25
Diminished Motivation
1
Abdominal Cramps
26–30
Disinhibited Social Engagement
2
Acid Reflux
31–34
Eating Disruption
3
Baseless Emotion
35–37
Emotion Fluctuation
4
Constipation
38
Plurality
5
Diarrhea
39–42
Executive Dysfunction
6
Fatigue
43–44
Hallucinations
7
Nausea
45–46
Intellectual Disability
8
Rash
47
Intrusive Thoughts
9
Shortness of Breath [N1]
48–59
Learning Difference
10
Stiffness
60
Obsessive Thoughts
Examples of foods causing this reaction include (but are not
limited to) the following.
61
Personality Difference
62–78
Phobia
d10 Food
79–83
Repetitive Movement
1
Caffeine
84–90
Startle Amplification
2
Dairy
91–95
Stimulus Avoidance
3
Egg whites
96–100
Traumatic Flashbacks
4
Fermentable Oligosaccharides, Disaccharides and
Monosaccharides and Polyols (FODMAPs)
5
Fructose
6
Gluten
7
Histamine
8
Salicylates
9
Sulfites
Food Intolerance
10 Yeast
18
Alleviation Behavior
1–6
Aggression
7–10
Body-Focused Repetitive Behavior
11–18
Cleanliness
19–26
Exercising
27–31
Gambling
32–33
Harm
34–36
Hoarding
37–38
Hyperawareness
39
Kleptomania
40
Magic
41–44
Material Order
45–47
Moral Scrupulosity
48–51
Perfectionism
52
Pyromania
53–54
Real Event
55–57
Reassurance Seeking
58–61
Ritual Order
62–64
Sensory Stimulation
65
Shapeshifting
66–71
Shopping
72–73
Spiritual Obsession
74–90
Substance
91–00
Workaholism
Baseless Emotion
Delusions
d100
Delusion
1–6
Atmosphere
7–11
Awareness
12–17
Control
18–22
Dysmorphopsia
23–29
Erotomantic
30–37
Grandiose
38–44
Ideas
45–48
Imposter
49–55
Intensity
56–63
Jealousy
64
Macropsia
65
Macrosomatognosia
66–71
Memory
72
Micropsia
73
Microsomatognosia
74–75
Pelopsia
76–82
Persecutory
83–88
Reference
89–96
Somatic
97–98
Teleopsia
99–00
Quick-motion phenomenon
Eating Disruption
d20
Trait
1–4
Anorexia
5–7
Avoidant/Restrictive Food Intake
8–11
Binge Eating
12–14
Bulimia
15–16
Night Eating
17–18
Orthorexia
19
Pica
20
Rumination
d10
Feeling
1
Dread
2
Guilt
3
Hopelessness
4
Irritability
5
Loss of Interest
6
Panic/Nervousness
7
Restlessness
8
Suspicion
Emotion Fluctuation
9
Worrying
IE Frequency
Duration
10
Worthlessness
1
Every 18d20 days
2d8 + 5 days
2
Every 9d20 days
3d8 + 5 days
3
Every 2d20 days
4d8 + 5 days
4
Every 1d20 days
5d8 + 5 days
19
Hallucinations
Phobia
d20
Sense
d100 Phobia
Stimulus
1–6
Auditory
1
Biomophobia
a specific biome
7–8
Gustatory
2
Topophobia
9–11
Olfactory
a specific location or places
like it
12–15
Tactile
3
Numerophobia
a specific number
16–20
Visual
4
Ektropophobia
aberrations
5
Batrachophobia
amphibians and frog-like
creatures
Learning Difference
1d20
Learning Difference
6
Thymomenophobia angry people
1-5
Dyscalculia
7
Kallitechnophobia
aristocrats and royalty
6-17
Dyslexia
8
Panoplophobia
armor
18
Dysorientia
9
Anthropozoophobia beast-like humanoids
19-20
Visual Processing
10
Zoophobia
beasts
11
Autophobia
being alone
Personality Difference
12
Catagelophobia
being ridiculed
d100
Trait
13
Scoptophobia
being stared at
1–4
Anhedonia
14
Aphenphosmphobia being touched
5–11
Anxiousness
15
Ornithophobia
birds
12–14 Attention Seeking
16
Hemophobia
blood
15–19 Callousness
17
Bibliophobia
books and scrolls
18
Toxophobia
bows and other stringed
weapons
28–31 Depressivity
19
Gephyrophobia
bridges
32–34 Distractibility
20
Zootrypono
burrowing creatures
35–37 Eccentricity
21
Koumpounophobia buttons
38–44 Grandiosity
22
Wiccaphobia
casters
45–49 Hostility
23
Ailurophobia
cats
50–52 Impulsivity
24
Angelophobia
celestials
53–55 Intimacy Avoidance
25
Pedophobia
children
56–60 Irresponsibility
26
Politophobia
cities
61–65 Manipulativeness
27
Ierotikophobia
clerics and clergy
66–68 Perseveration
28
Kibotophobia
closed containers
69–72 Restricted Affectivity
29
Coulrophobia
clowns
73–81 Rigid Perfectionism
30
Trypophobia
clusters of small holes
82–84 Risk Taking
31
Claustrophobia
confined spaces
85–86 Separation Insecurity
32
Kataskeniphobia
constructs
87–88 Submissiveness
33
Chromozoophobia creatures of a certain color
89–94 Suspiciousness
34
Cornophobia
creatures with horns or antlers
95–97 Unusual Beliefs and Experiences
35
Pterophobia
creatures with quills and spikes
20–22 Cognitive and Perceptual Dysregulation
23–27 Deceitfulness
98–00 Withdrawal
20
36 Plokamophobia
creatures with tentacles
75 Botanophobia
plants
37 Pterugophobia
creatures with wings
76 Herpetophobia
reptiles
38 Achluophobia
darkness
77 Amaxophobia
riding in a cart or carriage
39 Necrophobia
death or dead things
78 Pontikiphobia
rodents
40 Dinosaurophobia
dinosaurs
79 Katergarophobia
rogues
41 Cynophobia
dogs
80 Metamorphophobia shapeshifters
42 Draconophobia
dragons
81 Microphobia
small animals
43 Pogonophobia
dwarves
82 Ophidiophobia
snakes
44 Stoicheiodiphobia
elementals
83 Chionophobia
snow and ice
45 Xotikophobia
elves
84 Glossophobia
speaking in public
46 Basophobia
falling
85 Arachnophobia
spiders
47 Neraidophobia
fey creatures
86 Bathmophobia
stairs or steep slopes
48 Daemonophobia
fiends
87 Xenophobia
strangers or foreigners
49 Pyrophobia
fire
88 Sminophobia
swarms
50 Anthophobia
flowers
89 Noctiphobia
the night
51 Pteromerhanophobia flying
90 Tonitrophobia
thunder
52 Megalophobia
giants
91 Astraphobia
thunder and lightning
53 Nanophobia
gnomes
92 Chronophobia
time (deadlines and schedules)
54 Misophobia
halflings
93 Lilapsophobia
tornadoes and hurricanes
55 Acrophobia
heights
94 Haphephobia
touch
56 Domatophobia
houses
95 Dendrophobia
trees
57 Automatonophobia
human-like figures
96 Cacophobia
ugliness
58 Entomophobia
insects
97 Apethanatophobia
undead
59 Astynomiophobia
law enforcement officers
98 Hydrophobia
water
60 Technourgimophobia magic items
99 Aerophobia
wind
61 Stratiotophobia
martial classes
100 Gynophobia
women
62 Androphobia
men
63 Catoptrophobia
mirrors
64 Pithikophobia
monkeys and ape-like
creatures
65 Teratourgimophobia monstrosities
66 Aichmophobia
needles or pointed objects
67 Trypanophobia
needles/injections
68 Arithmophobia
numbers
69 Chromophobia
one or more colors
70 Kalikantzarophobia
one or more monstrous
humanoid races such as orcs
or goblinoids
71 Laspophobia
oozes
72 Agoraphobia
open spaces or crowds
73 Algophobia
pain
74 Anthropophobia
people or society
21
Appendix: FAQ
Some of these don’t seem like disabilities. Why are
they included?
That’s true. They’re not disabilities. They’re traits of
disabilities or other experiences, and most
disabilities have multiple traits. If you want more
traits for your character, feel free to add more, and
GMs are encouraged to change any of the tables or
descriptions in this book to work better for their
table.
Why did you categorize (X trait) in a certain category?
It’s technically….
As stated from the beginning, this book isn’t a
medical journal, nor does it claim any kind of realworld accuracy. Choices were made for the sake of
gameplay or due to many traits fitting multiple
categories. Feel free to adjust the tables and
categories for your own setting or experience.
You missed one or more aspects of (X trait).
While that’s entirely possible, note that, even
though some of the traits are named after specific
diagnoses, the listed trait may represent part of that
diagnosis, and the rest of it is divided into other
traits, usually listed as, “If you have multiple traits,
you may choose….”
I wish you’d included trait clusters of common
diagnoses.
We used the Real-world Examples for this purpose.
Adding more sidebars or an appendix with these
listings would have drastically increased the page
count of an already large book. We also wanted to
make a point of being as representative as possible,
not diminishing rare conditions. That said, we hope
to publish articles on our website in the future with
some of these experiences, both common and rare.
Email subscribers will get notifications of these and
other supplemental material.
You don’t know what (X trait) is like. You should’ve
described it as…and/or given it…game effects.
You’re probably right. I welcome feedback and am
willing to take suggestions which may lead to
published errata in the future, but note that
everyone’s experience is different, so you may
experience it differently than others with the same
trait. It’s difficult or impossible to exactly match
everyone’s experience with a single game mechanic,
and you’re encouraged to change it at your table.
Why did you use Constitution for maintaining focus?
We based maintaining focus on the concentration
mechanic in the Basic Rules, which requires a
Constitution saving throw when taking damage.
Wisdom is usually used for awareness and to resist
urges, such as the urge to flee when frightened.
For more personal Disability & RPG stories or to share
yours, check out our Gaining Advantage Show. The show
is available as an audio podcast and manually-captioned
YouTube series.
22
Other Resources
Ableist Tropes in Storytelling « Oppression Aware
Podcast, Fairy Tales, and Games
Writing Characters With Disabilities
#CouchCon Charity Panel: "Sanity Checks & StigmaMental Health in TTRPGs" - YouTube
DnD Disability
Combat Wheelchair 3
Changelog
June 7, 2021: Initial Release
September 29, 2021: Major Revision & moved to DTRPG
December 27, 2021: Additional tables added & updated,
graphics added, Kickstarter link to full book added
May 26, 2022: Updated with revised tables, pre-order
information, and new graphics
Limitless Heroics for 5e
When you play a tabletop roleplaying game like 5e, you want
to be the hero. The world is different for you having been
there, better. What if you could make the real world better by
playing an RPG?! That’s what Limitless Heroics is all about.
Limitless Heroics is the most comprehensive disability
compendium ever created for a Tabletop Roleplaying
Game. For Fifth Edition, it provides:
450+ Traits: Game mechanics for nearly every condition
or trait in existence (plus some fantasy traits, because
that’s what you should expect in a world with magic) with
4 Impact Extents, and 8 Frequencies. With 1–6 traits per
character (or more), that’s 64,800+ combinations with
the option to add more.
78 Random tables to choose or generate the traits, their
impact extent, and their frequency
200+ New Magic Items and an online random
generator for thousands more! Nearly every trait
includes mundane and magic assistive options.
4 New Monster Stat Blocks because sometimes, the
disability or assistive device is a creature.
50 Example NPCs, fully illustrated, ready to use
6 New Spells because sometimes, assistance comes from
a spellbook
Service animals designed as classes (similar to
sidekicks)
A one-shot adventure
Thousands of real world examples so players can learn
more and better represent the traits
Tutorials: Opening articles discuss how and why to
implement these options, how to discuss it with your
players, and common tropes to avoid. You have all the
tools here to run an inclusive campaign.
Our website will have a free random generator to simplify
determining character Traits, but you’ll need the book for the
descriptions and mechanics, or you can use the included
tables to choose or roll manually.
We will also have a free random generator to create
thousands of new magic items, and Wizard Backers can add
their names to the list of magic item creators!
We talked to dozens of people with diverse Traits to make
sure our game mechanics represented their experiences.
All writers, editors, and artists hired for this book are
disabled, neurodivergent, and/or have mental or chronic
illness.
Order now to get the
pre-order sale price!
23
Credits &
Copyright
Lead writer: Dale Critchley
See the main book for a full list of credits, including
writers, editors, sensitivity readers, consultants, and
artists
Author Bio
Dale Critchley is the owner, lead writer, and chief
tea drinker at Wyrmworks Publishing. He’s been
playing tabletop role-playing games since 1982
and launched Wyrmworks Publishing as a hobby
in 2001 to share his homebrew resources with
the world. In 2021, after seeing the power that a
TTRPG group can have to change the lives of the
participants for the better, he rededicated
Wyrmworks Publishing to focus on using
TTRPGs to intentionally improve the lives of
others and turned a hobby into a full time
pursuit.
The Gaining Advantage
Show
What happens when people decide to level up
their play by using the game to improve the lives
of others? And how can YOU do the same with
your game? Subscribe via YouTube / Podcast
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