D&D challenge: Autistic character stats
Put a -15 debuff on your charisma stat
and each turn the character is able to perform an action
roll a d20
and if it lands on a 15 or above
the character must use one move of their choosing
that would be available to them after levelling up in future
but only for that acting turn.
If the character is socially pressured as part of the narrative,
or if the player of said character,
is witness to too much stress from other players,
whether or not it is directed at the autistic character's player,
the autistic character must skip a turn.
The autistic character is allowed to carry an item
known as their comfort item
which they can choose to equip
that will negate the stress from previously stated situations
denying the skip of a turn for two turns,
however the use of said item to do so,
will itself skip a single turn,
the two unskipped turns following immediately after.
For every turn the comfort item is used in combat,
in the next conflict
the comfort item must be used that number of turns
at the start of the fight.
This does not carry over to the fight after the next fight.
The autistic character
must be used on the first persuasion check of the campaign
and then again
after the number of checks has equalled the number of players
for example, 4 players means every 4 checks, etc.
In this, non-combatants and non-allies
do not count towards said number of players.
If 2 or more autistic characters are in play,
one autistic character can perform a comfort action to another.
This has the same effect as the comfort item,
skipping a turn on both sender and receiver,
but giving the buff of no skipped turns
for the following 3 turns
to both sender and receiver.
However should either character die,
following this shared action stated above,
the other character left alive
will skip the next 3 turns.
This also comes into effect
if said paired character leaves the party
for any other reason.
Players are encouraged to prioritise staying calm
however, actions that break some sort of rule
be it social, moral, legal, physical, etc,
whether or not it was right or wrong to do so,
will count towards stressing the autistic character.
The enemy
on seeing the autistic character use the comfort item
may attempt to steal the item deliberately.
If this happens,
the autistic character will immediately skip 3 turns.
If the party is able to return the comfort item,
the person seen as responsible for its return
by the character the item was stolen from
will have acted as if they performed the comfort action,
preventing the next 3 turns skipping
for the character that had their item returned
but also auto-skipping 3 successive turns
if the item rescuer leaves like stated above.
The autistic character has a fascination
connected to their chosen comfort item.
This can be used as a quirky narrative character trait
but at least one time during the campaign
this fascination must play a role in actions
that may affect the party's dynamic.
At this point the party leader must choose
whether they approve or not
of the autistic character's fascination.
Whether they are willing to tolerate it or not,
if they disapprove of the autistic character's fascination,
the autistic character will gain 1 skipped turn
at the start of every battle.
This can be negated by the group of players
not including the leader of the party,
rolling a combined value of 15 or above
from each rolling a d20.
This roll for encouragement
is not influenced by charisma stat
but those who have shared a comfort action
with the autistic character in question
or returned their comfort item,
will add a value of 2 to this number
in addition to their roll value.
This encouragement action
does not imply that the ones encouraging
approve of the fascination of the autistic character.
Players are encouraged to have their roles act in character
regarding their approval of the autistic character's fascination
regardless of whether the player using said character
has their own opinions of it.
Following this event,
the leader's choice and the encouragement roll,
the autistic character's fascination
does not need to be brought up again
but players can choose to do so if they please.
Bare in mind that saying negative things
about the autistic character's fascination
do count towards stressing the autistic character.
The level of stress the autistic character is affected by
should be down to the group to decide
however the DM is allowed to have the final say.
The gameplay should be fun and enjoyable
and every player responds to challenges like this
in different ways
so the system should be used accordingly
so as not to result in a bad time.
If there are no actions left to unlock for the autistic character,
their charisma debuff is removed
and they get a 15 point buff to one stat of their choosing.
However, this does not affect any of the other aspects
regarding the autistic character's mechanics.