That has two pages about combat wheelchairs.
GMs should avoid breaking a character's wheelchair or
otherwise removing it from play as a consequence, unless
everyone at the table, especially the wheelchair user’s player,
gives their approval.

GMs should avoid breaking a character's wheelchair or
otherwise removing it from play as a consequence, unless
everyone at the table, especially the wheelchair user’s player,
gives their approval.
No need to break their tools of cripple fetishpride, just use it as a crutch (heh) for an electric chair when they fail a skill check :3These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through the chair.
Does it come with all-wheel drive and jumping mechanics from Mario Kart? Otherwise I can't see this shit fly for even a scout's trip, let alone a dungeon raid, or is the GM not allowed to have stairs because that's a hatecrime?Light Frame Models
Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways.
These models are best suited to adventurers who rely on speed and flexibility
Remember, a bar room brawl is only fun when everyone is having a good timeSometimes a player might want their character to act against
another PC in the scene. Before jumping to rolling dice,
discuss the situation with both players to decide how to
resolve the conflict. A roll might not be necessary to reach
an outcome—but if rolling will be fun for everyone involved,
come to a consensus on the terms of the roll, then facilitate
the scene according to the results.
You too can play as Stephen Hawking!All wheelchairs can be maneuvered using one or two hands
outside of combat. However, when being used as a weapon,
the chair is restricted to requiring one or two hands to
perform attacks, depending on the model you’ve chosen. If
you’re playing a character who has limited to no mobility in
their arms, their wheelchair can be attuned to them by magical
means. For example, your character might use a psychic link
to guide the chair around like a pseudo-electric wheelchair. All
the rules presented here can be tailored and adapted to any
character's needs.
Sure beats psychically controlling combat prosthetics, not!If
you’re playing a character who has limited to no mobility in
their arms, their wheelchair can be attuned to them by magical
means. For example, your character might use a psychic link
to guide the chair around like a pseudo-electric wheelchair.
If
you’re playing a character who has limited to no mobility in
their arms, don't, you fucking weirdo
It's just virtue-signaling and/or disability fetish.Kugelfisch wrote: ↑Fri May 23, 2025 7:45 pmBecause when you're paralysed from the waist down and have to deal with all the bullshit all day every day, you really want to cement yourself as "that wheelchair guy" into everyone's mind by also being a fucking criple in your role playing.
You just poop into a tiny Gelatinous Cube sitting right under you.Here's a question: Doest changing the colostomy bag count as a combat action? What dice does one roll for that and what does a critical failure cause?
That's something these combat wheelchair books tend to be silent aboutKugelfisch wrote: ↑Fri May 23, 2025 9:12 pmIt just misses the mark so badly. If it's a fetish, are you allowed to make a crippled character despite not having that condition IRL when a person with it is present?
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