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Limitless Heroics

Including Characters
with Disabilities, Mental Illness, & Neurodivergence
in Fifth Edition
Free Preview Explanation What This Book Is
Welcome to the free preview of Limitless Heroics. This book This book is a tool to include disabled characters in a fifth
provides all you need to add disability traits to characters in edition setting, both as Player Characters (PCs) and Non-
5th edition and can be used by itself. It includes tables and Player Characters (NPCs). The book helps the Game Master
instructions for adding traits and help to introduce the (GM) and players explore the concept of disability in a fantasy
concept to players. setting, raise awareness of disabled people and communities,
When the full book releases in July 2022, it will include and normalize interactions with them. This book assumes
traits and full game mechanics for each Trait. Each Trait also familiarity with at least the Basic Rules of the fifth edition of
includes assistive options, magical assistance, real world the world’s greatest roleplaying game.
examples, service animals, 50 NPC examples, and more. The Note that this book is also intended to help people without
tables from this book and more will form an appendix for the book’s traits represent people with them in their games. If
quick character creation, and our website will have a free we want better representation and less stigma, it helps to
random generator to make all the rolls with a single click. encourage it at every gaming table beyond one where the
Pre-order now to get the pre-order sale price. players only represent their own experiences, analogous to
100% of content creators hired for this book are disabled, female characters in a world at an all-male table or including
neurodivergent, and/or have mental or chronic illness, and other populations not currently playing, especially minorities.
the variety of art styles intentionally reflects the diversity of (See the Asians Represent! Podcast for one example.) We
experiences and expressions of these conditions. can’t claim to know or to perfectly represent someone else’s
experience, but in respectful roleplay, we can attempt to
Welcome! No, seriously, know it a little better today than we did yesterday and thus
gain empathy and awareness, which will, in turn, help us
you’re welcome here. interact with those whose experiences vary from ours and
better understand how we can support each other and
The 2020 release of Sara Thompson’s Combat Wheelchair embrace diversity.
and Jennifer Kretchmer’s adventure in Candlekeep Mysteries
sparked a conversation throughout the RPG community What This Book Is Not
about disabilities, ableism, and accessibility, bringing
awareness to a relatively ignored but huge global minority. This is not a medical journal. While real-world examples of
While I don’t identify as disabled, I do find myself in over a disabilities are listed for disabled players looking for
half dozen physical, mental, and neurodiverse traits in this representation and to help educate players, these are fantasy
book. I have a Bachelor of Arts in psychology, and I've cared disabilities designed to work within the rules of fifth edition
for people with disabilities for decades, including working in in a fantasy world. They are not intended to be exact
an orthotics shop in college and as a counselor at a camp duplicates of real-world disabilities. Real-world terminology
with developmentally disabled campers. I have also worked for traits, where used, is for convenience, not clinical
with teens with disabilities and mental illness as a youth accuracy. Do not use this as WebMD&D to self-diagnose.
pastor, was recently employed as a Direct Service Provider in This book breaks disabilities down into traits, rather than
a group home, and am a father of children with disabilities, the collections that comprise real-world disorders. We made
neurodiversity, and mental illness. I want the disabled people this choice for many reasons. First, most disorders include a
I love not just to find characters like them in an RPG, but I range of possible traits but manifest differently in different
also want others who might not encounter many disabled people. Many of us have heard the saying, “Autism is a
people in their own lives to have a chance to experience and spectrum.” There's no way a simple game mechanic could
interact with disabled people through roleplaying to help encapsulate that variety, while the converse is also true —
them feel comfortable when they encounter them in real life. many disorders have the same traits but differ in their
The process of writing this book included consultations underlying cause, so in game terms, they're identical. At the
and conversations with multiple disabled, neurodivergent, same time, nearly all disabled players should be able to find
and mentally ill people who shared their experiences and their traits represented here, so if they'd like to play as a
feedback to provide proper representation. But feedback on character with the same ones, they can use this book like a
hundreds of traits — some of which correspond to rare list of ingredients in a recipe. Also, note that many disabilities
conditions — was impossible, so to that end, we continue to and traits don’t fit into a single category, and the
hear those experiences through our monthly show, Gaining categorization here is by presentation rather than cause,
Advantage. We invite our readers to contact us to come on grouped more with character creation in mind than scientific
the show and share your experiences as others have. accuracy (which is subject to change).
NOTE: The final version of the book is designed for better Even with the extensive list of traits included here, it’s
readability: screen reader friendly in multiple formats, impossible to describe every subtle difference from one
dyslexia-friendly layout, and more. This layout and formatting person’s experience to another’s, as even with the same traits,
does not represent the final appearance of Limitless Heroics. 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.

2
This book is also not an experience of disability for the player. Inspirational Disability. Don’t dehumanize a character so
While it may give players insight into the challenges that that their only purpose is to inspire and teach non-
some disabled people face, players can, at any time, stop disabled people a lesson. (“If they can do this while
playing the game, setting that imagined disability aside. disabled, you can, too!” or “Aren’t you glad you don’t have
Finally, language changes through time, and sometimes there that disability?”) Make NPCs complex characters with
are even disagreements over current terminology (e.g. other features such that their disability is one feature in a
identity-first vs. person-first language). It is not our intention list, not a defining characteristic. (Yoda has a mobility
to use language that offends anyone. Please keep this in mind disability that requires the use of a cane, but that isn’t his
when using the book if you prefer different terminology, and core characteristic.) Make their accomplishments great
feel free to use it in place of what is here. accomplishments regardless of disability.
Magical Cures and Disability as an Obstacle. Disability
What to avoid should be depicted as something to be managed, not
cured. Adaptations have side-effects and disadvantages
Certain harmful tropes tend to recur in fictional media that that change the way a person gets through each day,
dehumanize and objectify disabled people. Even if a kobold makes plans, and relates to the world. The goal of most
has post-traumatic stress disorder (PTSD), they're still a disabled people is to achieve their dreams while managing
person. their disability, not curing or hiding it from non-disabled
Take a moment to consider the character's disability and people. The next section on the difference between
how it affects them, even a background NPC. How did they conditions and disabilities discusses this. Finally, consider
acquire the disability? How long have they had it? Mentally how a character’s experience changes over time, possibly
move through a typical day for them, and consider how it's getting gradually better or worse, but also how their goals
different from a non-disabled character. don’t focus on their disabilities any more than a fighter’s
With this in mind, avoid these common themes: (This list is goal is to overcome the inability to cast spells.
a summary of the articles in Fay Onyx’s Ableist Tropes in Fragile Body, Magic Mind. (Yes, Professor X, we’re
Storytelling series. You can find this series, along with many thinking of you.) When choosing abilities for your fantasy
more resources on portraying disability, at character, consider all possibilities as you would any other
https://writingalchemy.net/podcast-2/unfamiliar-heroes/trope- character. Yes, physically disabled characters can be
of-the-week-series/ ) casters, but they can also be barbarians, and characters
with mental disabilities can be wizards. Choose their class
Villainous Disability. Often, the villain is the only and abilities based on the character concept, not based on
character in the story with a disability. Darth Vader was so the disability.
defined by his breathing apparatus that, at the door of his One-Dimensional Disability. Don’t have all your disabled
redemption arc, he had it removed. If you have villains characters fit all the majority norms of race, gender,
with disabilities, make sure they’re not the only noticeable religion, and orientation. How else besides disability are
disabled characters, and don’t define them by their they different from Gandalf, Frodo, and Gimli?
disability. Likewise, don’t use “insane/crazy” as the villain’s Metaphorical Disability. Don’t use an oppressed group,
motivation, especially when “crazy” has nothing to do with including disabled people, as a metaphor for that
actual mental illness and is just a lazy motivation for oppression unless the player is a member of that group
“quirky bully.” If you have a disabled villain, make sure and chooses to do so, such as Tiny Tim and his crutch
they’re not the only disabled character, and make sure representing poverty and oppression in A Christmas Carol
their disability is neither a symbol nor a motivation for or Captain Hook being both named for and represented by
their evil. his prosthesis in Peter Pan. If you want to have
Bitter Disability. If the character is bitter, don’t make metaphorical representation in your stories, rather than
their bitterness about their disability. The disability can be using humanoid characters as symbols, use objects,
part of the story that made them bitter, but don’t make it animals, or the environment, or use a different feature of
the focus. (Darth Vader is bitter about losing his wife, not the character as the symbol (e.g. red armor or their
about his disability.) warlock patron), not their oppressed identity.
Cosmetic Disability. If a character has a disability, don’t Ableist Monsters. Don’t use disability to make monsters
give them a perfect adaptation that makes their disability scary or unsettling. Drooling, limping, limb deformities,
meaningless. (Luke Skywalker in Star Wars loses a hand, and other physical and mental features that mimic human
but is provided a prosthetic hand that does everything his disabilities associate those characteristics with fear and
original hand did without any depiction of the need for evil and affect our perception of real disabled people.
maintenance, limitations of the hand, or any discomfort. Avoid monster abilities that impose “madness” on
The prosthetic is so perfect that it and Luke’s disability are characters. If a monster has an emotionally upsetting
meaningless.) See the adaptations in Appendix 4: Magic ability, consider describing it as confusing, disorienting,
Assistance for ways to assist with the disability without horrifying, distressing, unsettling, or some other synonym
minimizing it. for extreme discomfort, and avoid effects that seem to
Helpless Disability. Don’t make the disabled character mimic real-world mental illness or stereotypes of the
the one who always needs to be rescued any more than same.
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.

3
Lesser Restoration can end a disease, but how do you define
What about the disease in your game, especially since the rules distinguish
between diseases and insanity (fifth edition’s harmful term for
Restoration and mental illness and neurodiversity), and disease is a physical
condition caused by a foreign substance interacting with the
Regeneration Spells? body detrimentally? This description rules out all forms of
Many have asked, “Why would you have disabilities in a world mental illness, congenital conditions, and other conditions
with the greater restoration and Lesser Restoration spells? caused by internal factors. The exceptions may be those
Why not just heal them?” specifically listed: blinded, deafened, paralyzed, or poisoned;
First, consider the real-life effect versus the in-game effect. but even those are specific conditions that refer to Acute (IE
Campaign worlds are designed starting with the real world, 4 in this book) conditions. But again, if the condition is
then removing and adding features to make it fantasy. When caused by internal biology, it only mitigates the condition, not
creating a world, why are you removing disabled people from the cause, which means it will likely return at the same rate
it? Disabilities add depth to a campaign world and benefits to as the initial onset or faster unless caused by injury or
players and GMs by learning about disabilities and living with disease, or if you distinguish between conditions and traits as
them. noted here, these spells only affect (temporary) conditions,
But even beyond that, what do the rules say? Lesser not traits, by a strict reading of the rules.
Restoration “can end either one disease or one condition
afflicting [the target]. The condition can be blinded, deafened, Have the Discussion
paralyzed, or poisoned.” Greater Restoration can “undo a Talk to your players either during Session Zero, when you
debilitating effect. You can reduce the target's exhaustion first introduce disabled characters, or when you plan to give a
level by one, or end one of the following effects on the target… player character a disability. Point them to one of the links at
reduction to one of the target's ability scores…effect reducing the end of this book. Talk about the above tropes. Find out
the target's hit point maximum.” how they feel about it. Note that some players like to have the
A condition, as a fifth edition game mechanic, has specific chance to fight against oppression in-game where they can
implications. “A condition lasts either until it is countered sometimes feel or be more effective than in the real world
(the prone condition is countered by standing up, for (emancipation bleed) while others don't have the emotional
example) or for a duration specified by the effect that spell slots for this (fatigue diversity) and instead want a world
imposed the condition.” Conditions in fifth edition either can that is very accessible and leaves this conflict behind. Talk
be countered or have durations. An injury could result in a about this together, and decide how you’d like to experience
condition that will eventually either be countered (healed), representation in your game.
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. Don’t force it
Further, to undo a debilitating effect implies that the effect If a player is uncomfortable playing a character with a
was done in the first place. For a person born with a disability or chooses not to in the game, the GM should not
congenital condition, nothing was done that can be undone. force this on the player without their consent. If GMs want to
But even if it’s an effect that happens later, the spell gives give players experiences with disabled people, this can still
specific rules to what effects can be undone, not just any be done with disabled NPCs. Forcing a player to play a
debilitating effect. It can’t undo the debilitating effect of not disabled character will only create resentment. GMs and
being able to breathe due to falling one thousand feet and players should also be sensitive to “body horror” concerns. As
being crushed. Related to disabilities, it only helps with difference has been used commonly in the horror genre to
exhaustion (not the cause of the exhaustion unless it’s a elicit fear and disgust, participants should be careful that they
disease, for which you can use Lesser Restoration), not avoid eliciting these reactions among other participants, as
chronic pain, anxiety, depression, or most disability traits in the goal is to make people comfortable around those with
this book which do not directly affect ability scores or disabilities, not afraid of them. Again, talk to players,
maximum hit points. 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.

4
Don't fix it Choose Your Style
While the disabilities listed offer suggestions for assistive The rules in this book are suggestions — starting points for
technology, notice that most of the suggestions don't negate representation. Players and GMs should discuss any given
the disability. That's not how assistive devices usually work. trait and decide how to roleplay it, whether using the rules in
Some assistive devices come close, such as the glasses I this book as they are, altering or replacing them to better
wear for nearsightedness and astigmatism, but because they match a lived experience, reduce cognitive load, or avoid
correct my vision to 20/20, I don’t identify as disabled, but emotional triggers, or using the trait(s) to raise awareness
even those require maintenance and can fall off. They help while roleplaying the traits purely through descriptions
compensate but also have drawbacks and limitations. We without assigning modifiers but still discussing what benefits
encourage you to include this in your game. and challenges would apply to any given situation. Note also
that every random table says, “Choose or roll,” and the GM
Learn and player can decide how to use these tables to their benefit
during character creation.
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.
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
Abnormal Movements 🔲 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
Please avoid these traits or disabilities:

6
Next, determine whether those Traits are physical or
Roll for Traits mental. The first Trait is equally likely to be physical or
mental. (Roll d20: 1−10 = physical, 11–20 = mental)
Players can either roll for a random disability or discuss Subsequent Traits are more likely to be in the same category,
disability as part of their character concept with their GM, so add or subtract 2 cumulatively to the roll for the category
choosing specific traits, Frequencies, and IEs, keeping tropes of each additional Trait. (e.g. 4 Traits: First roll = 18 (mental),
to avoid in mind. so the next roll would be 1–8 physical and 9–20 mental. Next
Game Masters especially who want to include a realistic roll = 10 (mental), so the next roll would be 1–6 physical and
percentage of disability in a game world’s population may 7–20 mental. Next roll = 4 (physical), so the final roll would
find these random generators useful to provide a varied be 1–8 physical and 9–20 mental.) No matter how the range
population. Fantasy worlds don’t need to have the same adjusts, a roll of 1 is always physical, and a 20 is always
clusters of traits that we see in real-world experiences, but it’s mental.
also beneficial to use real-world clusters (diagnoses, both
common and rare, and which vary by region or get organized Impact Extent (IE)
differently by different cultures) to better understand the
experiences of those around us, which again is why the tables Each Trait can vary in the severity of its expression. Roll on
allow you to “choose or roll.” Maybe you’ll do a little of both, the following table to determine the severity of each Trait.
or maybe you’ll use your first roll to find a real-world See the individual Trait descriptions for severity explanations.
experience that includes that trait and learn more about it. Unless otherwise stated in the description, any saving throws
This suggestion also applies to the traits’ IEs and required by the adverse effects are DC 8+(Impact Extent).
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 Pushing Through and Masking
dice rolls. You can use significant effort and concentration to
Many people are afraid to represent these experiences in force yourself overcome the challenges associated
their games for fear of inaccuracy, but absence isn’t with many traits, temporarily reducing the IE
necessarily better, so we designed this book to get you penalties of a trait by expending one Hit Die per IE
started, to provide guidelines so you could feel free to add this until the end of the encounter or for 1 minute,
inclusion creatively and respectfully. whichever is longer. This only affects ability
checks, not saving throws, and all rolls to maintain
Chance of Traits concentration while pushing through are made
with disadvantage. You also have advantage on
15–20 percent of people worldwide in real life have some Charisma (Deception) checks to conceal your trait.
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 d20 Impact Extent
campaign world, but consider 20 percent to be the base rate.
Roll 1d20, 1–4 indicating a disability. Any given population 1–9 Mild (1)
within that world should expect roughly the same percentage 10−15 Moderate (2)
with possible variations based on environment and any
number of other factors. 16−18 Substantial (3)
19–20 Total (4)
Number and Category of Traits
Many disabilities have multiple traits. Choose or roll on the
following table to determine the number of traits your
character has. If replicating a real-world cluster or more than
one in the same character, you can increase or decrease the
quantity.
d20 Traits
1–7 1
8−12 2
13−15 3
16−17 4
18−19 5
20 6

7
Frequency Trait Descriptions
Traits can come and go, sometimes appearing instantly and
disappearing as quickly. Others appear and disappear Physical Traits
gradually over the course of days. Some can disappear for For each physical Trait, choose or roll to determine
months or years and suddenly manifest again, and some appendage or organ system (50/50 chance for each). Then
never go away. Choose or roll on the following table to roll on the appropriate table.
determine the duration of each trait. (Note: This may not be
applicable to many traits. e.g. missing limbs don’t generally Appendage
come and go without magic. Players and GMs should use
discretion for this table and see the trait description.) d20 Appendage
All trait descriptions assume the effects only occur 1–2 Face
while the trait is active, unless otherwise noted. 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)
Variant Rule: Plot Arc-Based Timing
9 Nose
For traits with Periodic Frequency or those that
change over extended periods of time, instead of 10−12 Mouth
rolling for a number of days between changes or
saving throws, depending on the trait description, 13 Neck & Back
make the change or roll based on the story arcs in 14−16 Arms & Hands (Roll again: 1−12 = 1, 13–20 = 2)
your campaign, such as a climactic moment or
after a major event when everyone is recovering. 17−19 Legs & Feet (Roll again: 1−12 = 1, 13–20 = 2)
The players should decide how trait timing will be 20 Teeth
handled when implementing this system.

1d20 Effect Face


Good Day: All IE-related penalties are d100 Trait
1–7
reduced by 1 (Minimum 0) 1−10 Diverse Shape
8–17 No change 11–25 Face Cleft
18– Bad Day: All IE-related penalties are 26–45 Discoloration
20 increased by 1 (Maximum 4)
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 Ear(s)
rest for each applicable trait.
1 Diverse Shape
1d20 Effect
2 Hyperacusis (sound sensitivity)
Good Day: All IE-related penalties are
1–7 3 Diplacusis (double hearing)
reduced by 1 (Minimum 0)
8–17 No change 4–5 Discharge

18– Bad Day: All IE-related penalties are 6–7 Dizziness


20 increased by 1 (Maximum 4) 8−12 Hearing Loss
13−15 Pain
16–20 Tinnitus

8
Diverse Ear Shape Eye(s)
One or both of your ears has a shape that’s unusual for your d100 Trait
ancestry. Choose or use the following table to determine the
unusual shape and effects. This is a permanent condition. 01 Akinetopsia
02 Aquatic Vision
d20 Ear Shape
03–10 Blindness
1−10 Miniature or Missing
11−17 Cataract
11−12 Dangling Earlobes
18 Clairvoyance
13−14 Aquatic
19–24 Colorblindness
15−16 Musoid
25–29 Discharge
17−18 Fennec
30–32 Discoloration
19–20 Forked
33–34 Difference
Discharge 35–39 Eyelid Spasms
A substance leaks out of your ears. Roll on the table below for 40 Microvision
the nature and effects of the substance.
41–43 Missing
d20 Discharge
44–48 Moisture Deficiency
1 Acid
49–54 Night Blindness
2–6 Blood
55–59 Pain
7 Light
60–62 Partial Field Blindness
8−14 Pus
63–64 Palinopsia
15−16 Smoke
65 Periscopic Vision
17−19 Sweat
66–71 Photosensitivity
20 Venom
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 Humanoid Agnosia
Your eyes are colored outside the usual range of hues typical You are unable to recognize a specific part of a humanoid
for your people according to the following table. body or distinguish it from others according to the following
table.
d20 Eye Region
d20 Feature
1–3 Pupil
1–8 Face
4−10 Iris
9–10 Fingers/hands/claws
11−17 Sclera (Whites)
11–13 Hair
18–20 Entire eye
14–16 Clothing
Ocular Diversity 17–20 Voice
One or both of your eyes are shaped or located outside the
range typical for your ancestry. Choose or roll on the Nose
following table. Note that this is usually a permanent
condition and does not fluctuate, but the player and GM are d20 Trait
welcome to determine a magical version that fluctuates 1–8 Anosmia
based on the Frequency table above. Example stimuli include
sunrise/sunset, seasons, or stress. 9−12 Discharge
13−16 Difference
d20 Ocular Diversity
17 Horn Growth
1–3 Location
18 Hypersensitive Smell
4–5 Eyelid Difference
19–20 Nasal Echo
6–8 Bulging
9–10 Sunken Discharge
11–13 Oversized A substance leaks out of your nose. Roll on the table below
for the nature and effects of the substance.
14–15 Undersized
16–19 Pupil Difference d20 Discharge

20 Side Placement 1–3 Blood


4 Honey
Partial Field Blindness/Agnosia
5–10 Mucus
You’re unable to see or recognize certain areas or features.
Choose or roll on the following table. 11–13 Pus
14 Smoke
d20 Visual Difference
15–20 Tears
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

10
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
Dysgeusia
49–63 Misaligned Jaw
1d20 Taste Alteration
64–78 Oversized Mouth
1–5 Amplification
79–100 Tooth Difference
6–10 Disruption
11–13 Discrimination Modification Chin Shape Difference
14–20 Sensitivity d20 Chin Shape
1–4 Bulbous
Sensitivity
5–6 Curled
d20 Discharge
7–8 Forked
1–4 Blood
9–13 Missing
5 Cold
14–18 Oversized
6 Fire
19–20 Pointed
7 Gas
8–11 Mucus Tongue Difference
12–19 Saliva d20 Difference
20 Smoke 1–6 Extended
7–9 Forked
Discharge
10–16 Minimal
1d20 Discharge
17 Prehensile
1–4 Blood
18 Proboscis
5 Cold
19 Symbiotic
6 Fire
20 Vampiric
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
Uncontrolled Volume
19–20 Webbed
IE Loud Voice Quiet Voice
Conversational
Conversational volume, can’t talk
Leg(s) & Foot (/Feet)
1 volume, can’t
louder d100 Trait
talk quieter
Always project 01−10 Atypical Toes
2 Always mumble
your voice 11–20 Difference
Always yell as 21 Hypersensitivity
3 Always whisper
loud as possible
22–31 Missing
Always talk
Always whisper so quietly that 32–41 Muscle Control
louder than
4 enhanced hearing or very close
humanly 42–60 Pain
proximity is needed to hear
possible
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
Atypical Toes
13–22 Missing
d20 Toe Difference
23–32 Muscle Control
1–3 Atypically-shaped
33–42 Pain
4–10 Missing toes
43–52 Paralysis & Numbness
11–12 Overgrowth
53–72 Stiffness
13–14 Polydactyly
73–77 Strength Control
15–16 Syndactyly
78–92 Tremor
17 Talons
93–100 Weakness
18–19 Undergrowth
20 Webbed

12
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
Head. The reduced size of your head causes (IE) other
78–91 Integumentary 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 Language Processing
d100 Trait You have trouble communicating using language, including
speaking, understanding, and writing. Choose or roll on the
01 Anosognosia following table. You have 1d6 of the following patterns.
02 Aphantasia
d20 Language Processing Expression
03–04 Apraxia
1–5 Dysgraphia
05 Asomatognosia
6 Reiterative Agraphia
06–08 Brain Fog
7 Specialist Agraphia
09−15 Fainting
8 Dysexecutive Agraphia
16–29 Fatigue
9 Apraxic Agraphia
30–32 Fever
10 Lexical Agraphia
33–34 Language Processing
11 Semantic Agraphia
35–40 Memory Loss
12 Phonological Agraphia
41–51 Pain
13 Visuospatial Agraphia
52–58 Seizures
14 Alexia
59–61 Sensory Processing Difference
15–16 Expressive Aphasia
62–74 Sleep Disruptions
17 Receptive Aphasia
75–77 Slow Movement
18 Anomic Aphasia
78–87 Social Communication Disability
19–20 Global Aphasia
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
Apraxia
8–0 Traumatic Amnesia
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
Seizures
8 Verbal
d100 Seizure Type
9 Constructional
1–40 Focal Aware Seizures
10 Oculomotor
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

14
Focal Aware Seizures. You have a strange feeling for
(IE)d20 seconds resulting in one of the following Sleep Disruptions
experiences. d100 Sleep Disruption
d8 Experience 1–6 Confusional Arousals
1 Nausea 7 Exploding Head
Unusual smell or taste: You smell or taste something 8–17 Hypersomnolence
with no known source. You have a −(IE) penalty on all 18–40 Insomnia
2
Wisdom (Perception) checks related to smell and taste
for the duration. 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 56–60 Sleep Enuresis
actually is: you have a −(IE) penalty on all Dexterity
6 61–62 Sleep Paralysis
attack rolls, ability checks, and saving throws with that
limb for the duration. 63 Sleep Sorcery
Perception of colored or flashing lights: You have a − 64–86 Sleep-Related Breathing Disruption
7 (IE) penalty on all Wisdom (Perception) checks
involving vision 87–88 Sleep-Related Hallucinations

8 Hallucination 89–93 Sleep-Related Movements


94–97 Sleep-Wake Disruptions
Sensory Processing Difference
98–100 Sleepwalking
d6 Sensory Processing Pattern
1 Sensory Over-Responsivity Sleep-Wake Disruption Your internal sleep clock does not
correspond to your intended pattern. If you cannot follow
2 Sensory Under-Responsivity your internal pattern, follow the rules for Insomnia
3 Sensory Craving accordingly.
4 Vestibular Difference 1d10 if you have IE 4
d10 Sleep-Wake Disruption
Blindness
5 Dyspraxia
1–4 1–3 Irregular Rhythm
6 Sensory Discrimination Difference
5–9 4–7 Delayed Phase
Sensory Discrimination Difference. You have trouble Non-synchronized Circadian
determining variation in 1d4 subtypes of sensory input. 10 8–10
Rhythm
Choose or roll on the following table.
d8 SDD Subtype Spatial Neglect
Axis you neglect half of your perceptive field, according to the
1 Auditory following table.
2 Visual
1d10 Neglected Half
3 Tactile
1–4 Left
4 Vestibular
5–8 Right
5 Olfactory
9 Top
6 Gustatory
10 Bottom
7 Proprioception
8 Interoception

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)
IE Ingested Injected Contact Inhaled
6 Mirror
+10% Eye or Nose
1 Rash Rash
Muscular Damage Discharge
Rash + Eye or Rash + Eye or
d20 Trait +20%
2 Nausea Nose Nose
Damage
01−10 Cramps Discharge Discharge
11–14 Fine Motor Control Loss +20%
Fatigue + Rash + Shortness of
3 Damage,
15–17 Gross Motor Control Loss Nausea Nausea Breath
Fainting
18–19 Hiccups Gain 1 level
Gain 1 level Gain 1 level Gain 1 level
20 Paradoxical Myotonia of
4 of exhaustion of exhaustion of exhaustion
exhaustion
per round per round per round
per round
Endocrine Differences
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 Random Integumentary System Trait
d10 Effect
17–18 Random Digestive System Trait
1–4 Hyperglycemia
19–20 Random Complication
5–6 Hypoglycemia
7–10 Both

16
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
20 Venom
Unique Blood Content
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
Hair Growth Differences
18–20 Vanabins
You have reduced (70%) or excessive (30%) hair growth
20 Volatile Liquid relative to your ancestry. Choose or roll on the following
table.
Integumentary
IE Reduced Additional (Cumulative)
d100 Trait
Missing 50%+ of
01–04 Chronic Acne Body hair noticeably thicker than
1 hair on top of
average
05–10 Discoloration head
Noticeable hair growth in unusual
11–13 Keratin Distribution Difference 2 Bald head
places
14–16 Nails Difference
No hair on face &
3 Thick fast-growing facial hair
17−21 Sweat Difference head
22–28 Blistering Body, including face, covered in
4 No hair on body thick hair except nose, palms, &
29–43 Hair Growth Differences soles
44–45 Hair Material Difference
46–60 Fissures
Hair Material Difference
d20 Hair Material
61–67 Hyperelasticity
1–4 Bone
68–74 Paresthesia & Phantom Pain
5–6 Crystal
75–100 Rash
7 Fire
8–10 Moss
11–12 Smoke
13–14 Spores
15 Tendrils
16–18 Vines
19–20 Webs

17
Digestive Mental Traits
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
Food Intolerance
Your body is unable to digest certain foods or ingredients, 17–18 Delusions
causing (Severity Degree) of the following traits. This trait 19 Depersonalization
time is always Triggered. 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 61 Personality Difference
limited to) the following. 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

Fermentable Oligosaccharides, Disaccharides and


4
Monosaccharides and Polyols (FODMAPs)
5 Fructose
6 Gluten
7 Histamine
8 Salicylates
9 Sulfites
10 Yeast

18
Alleviation Behavior Delusions
d100 Delusion
1–6 Aggression
1–6 Atmosphere
7–10 Body-Focused Repetitive Behavior
7–11 Awareness
11–18 Cleanliness
12–17 Control
19–26 Exercising
18–22 Dysmorphopsia
27–31 Gambling
23–29 Erotomantic
32–33 Harm
30–37 Grandiose
34–36 Hoarding
38–44 Ideas
37–38 Hyperawareness
45–48 Imposter
39 Kleptomania
49–55 Intensity
40 Magic
56–63 Jealousy
41–44 Material Order
64 Macropsia
45–47 Moral Scrupulosity
65 Macrosomatognosia
48–51 Perfectionism
66–71 Memory
52 Pyromania
72 Micropsia
53–54 Real Event
73 Microsomatognosia
55–57 Reassurance Seeking
74–75 Pelopsia
58–61 Ritual Order
76–82 Persecutory
62–64 Sensory Stimulation
83–88 Reference
65 Shapeshifting
89–96 Somatic
66–71 Shopping
97–98 Teleopsia
72–73 Spiritual Obsession
99–00 Quick-motion phenomenon
74–90 Substance
91–00 Workaholism Eating Disruption
d20 Trait
Baseless Emotion
1–4 Anorexia
d10 Feeling
5–7 Avoidant/Restrictive Food Intake
1 Dread
8–11 Binge Eating
2 Guilt
12–14 Bulimia
3 Hopelessness
15–16 Night Eating
4 Irritability
17–18 Orthorexia
5 Loss of Interest
19 Pica
6 Panic/Nervousness
20 Rumination
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 a specific location or places
2 Topophobia
like it
9–11 Olfactory
3 Numerophobia a specific number
12–15 Tactile
4 Ektropophobia aberrations
16–20 Visual
amphibians and frog-like
5 Batrachophobia
Learning Difference creatures

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
20–22 Cognitive and Perceptual Dysregulation bows and other stringed
18 Toxophobia
23–27 Deceitfulness 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
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
monkeys and ape-like
64 Pithikophobia
creatures
65 Teratourgimophobia monstrosities
66 Aichmophobia needles or pointed objects
67 Trypanophobia needles/injections
68 Arithmophobia numbers
69 Chromophobia one or more colors
one or more monstrous
70 Kalikantzarophobia 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 Other Resources
Some of these don’t seem like disabilities. Why are Ableist Tropes in Storytelling « Oppression Aware
they included? Podcast, Fairy Tales, and Games
That’s true. They’re not disabilities. They’re traits of Writing Characters With Disabilities
disabilities or other experiences, and most #CouchCon Charity Panel: "Sanity Checks & Stigma-
disabilities have multiple traits. If you want more Mental Health in TTRPGs" - YouTube
traits for your character, feel free to add more, and DnD Disability
GMs are encouraged to change any of the tables or Combat Wheelchair 3
descriptions in this book to work better for their Changelog
table.
Why did you categorize (X trait) in a certain category? June 7, 2021: Initial Release
It’s technically…. September 29, 2021: Major Revision & moved to DTRPG
As stated from the beginning, this book isn’t a December 27, 2021: Additional tables added & updated,
medical journal, nor does it claim any kind of real- graphics added, Kickstarter link to full book added
world accuracy. Choices were made for the sake of May 26, 2022: Updated with revised tables, pre-order
gameplay or due to many traits fitting multiple information, and new graphics
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
Our website will have a free random generator to simplify
Limitless Heroics for 5e determining character Traits, but you’ll need the book for the
descriptions and mechanics, or you can use the included
When you play a tabletop roleplaying game like 5e, you want tables to choose or roll manually.
to be the hero. The world is different for you having been We will also have a free random generator to create
there, better. What if you could make the real world better by thousands of new magic items, and Wizard Backers can add
playing an RPG?! That’s what Limitless Heroics is all about. their names to the list of magic item creators!
Limitless Heroics is the most comprehensive disability We talked to dozens of people with diverse Traits to make
compendium ever created for a Tabletop Roleplaying sure our game mechanics represented their experiences.
Game. For Fifth Edition, it provides: All writers, editors, and artists hired for this book are
450+ Traits: Game mechanics for nearly every condition disabled, neurodivergent, and/or have mental or chronic
or trait in existence (plus some fantasy traits, because illness.
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. Order now to get the
78 Random tables to choose or generate the traits, their pre-order sale price!
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.

23
Credits & Legal

Copyright
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. Instructions on
using the License are provided within the License itself. More information on the Open Game
License can be found at www.wizards.com/d20. Additionally, please refer to US Copyright Law, Title
17 (October, 2009) for details (http://www.copyright.gov/title17/). OPEN GAME LICENSE V1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright
Lead writer: Dale Critchley and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material"
means copyrighted material including derivative works and translations (including into other
See the main book for a full list of credits, including computer languages), potation, modification, correction, addition, extension, upgrade, improvement,
writers, editors, sensitivity readers, consultants, and compilation, abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
artists transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes
the methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly
Author Bio identified as Open Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
Dale Critchley is the owner, lead writer, and chief dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and
tea drinker at Wyrmworks Publishing. He’s been special abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity, and which
playing tabletop role-playing games since 1982 specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
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and launched Wyrmworks Publishing as a hobby means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
in 2001 to share his homebrew resources with 2. The License: This License applies to any Open Game Content that contains a notice indicating
that the Open Game Content may only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
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applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By
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TTRPG group can have to change the lives of the and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
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participants for the better, he rededicated original material as Open Game Content, You represent that Your Contributions are Your original
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extent necessary to make it enforceable. 15. Open Game License v 1.0a Copyright 2000, Wizards of
the Coast, LLC. Limitless Heroics: Character Generation Tables ©2021 Wyrmworks Publishing;
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