This is part 9 of a multi-part series of posts about the awesome features of Eureka: Investigative Urban Fantasy, in no particular order.
Find the earlier parts here:
Part 4 Link: It's Easy to GM and Supports Narrative and Roleplay!
Part 5 Link: It Revolutionizes Investigation and Mystery Solving in TTRPGs
Part 6 Link: PCs are Not Just Mystery Solving Automatons
Part 7 Link: Excellent Time-Keeping Mechanics Keep the Pressure On
Eureka does not shy away from the difficulties of having a disability. I’ve talked about this extensively already in other posts but I’m still going to cover it here, along with the HP system.
Humans are fragile, and Eureka treats bodily harm with the gravitas it deserves.
Every human character has 5 Superficial HP and 5 Penetrative HP. Minor injuries such as bruises take away Superficial HP, deadly weapons like blades and bullets take away Penetrative HP. Superficial damage also starts to eat into Penetrative HP when there’s no more Superficial HP for it to take.
At 0 Penetrative HP, the PC dies, but there’s a whole bunch of other problems that can happen before that. At 1 or 0 Superficial HP, and at 1 Penetrative HP, the character is at risk of passing out, and/or sustaining a disabling injury we call a Grievous Wound. This stays with them and affects their stats and abilities. Grievous Wounds caused by Superficial Damage go away once Superficial HP is fully restored, which usually takes a few days, but Grievous Wounds caused by Penetrative Damage are permanent. Your character is disabled now.
This can happen extremely easily, as you’ll see later on in this series, but that doesn’t mean it’s the end for your character. They go on, like anyone else does in real life.
In fact, PCs can even start with Grievous Wounds. Maybe they were born that way, or maybe they had an accident before the story started. There’s no mechanical benefit to having a disabled PC, there’s not really any benefit to being disabled in real life, but it’s a thing that happens, so it’s a thing in Eureka.