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 Legal Permission to copy, modify and distribute this document is granted solely through the use of the Open Gaming License, Version 1.0a. The contents of this document are Open Game Content as described in Section 1(d) of the License. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. 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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. Limitless Heroics: Character Generation Tables ©2021 Wyrmworks Publishing; Author Dale Critchley