Death Bed: An Impenetrably Medieval Dungeon Game is nearing the bare minimum of playability, and I intend to call it "technically playable" in the upcoming January 8th 2026 patreon rewards, but between Christmas and the New Year I spent the week working on something else many of y’all might find exciting, coming out of a discussion in the A.N.I.M. TTRPG Book Club.
A new Paranormal Trait for Eureka: Investigative Urban Fantasy will also be coming to the A.N.I.M. Patreon and probably staying Patrion-exclusive for a while.
Making this fit within the Eureka setting was easier than expected, though I always had my finger on the “make this a separate ‘canon’ like the Talking Dog Trait” button, and still do, but so far I think it isn’t messing with the tone and themes of the game in a detrimental way, and that is still without compromising important and iconic thematic elements of the magical girl genre. We’re drawing from a lot of entries, with a lot of help and consultation from magical girl expert @porcelain-dollbones. It was actually kind of surprising to me how easy it was to list more magical girl inspirations for this one trait than a lot of dedicatedly “magical girl” TTRPGs list for their entire game.
Magical girls in Eureka will be just as vanishingly rare as any other Monster Trait, maybe even more so, and, as usual for Monster Traits, be extremely powerful. I would say they’re comparable in power level to the Bat-like Beast manifestation of the Vampire Trait or the Monstrous Anthroform form of the Wolfman Trait, again actually maybe a little more so. They have to be able to overcome evil monsters, right?
Here’s the gist of how the Trait works. By default, the magical girl is a normal girl, with no powers whatsoever, and this is how she will spend most of the adventure, kind of like the Wolfman Trait. Just a normal girl living a normal life, maybe even living with her parents, at 13 Texas Street.
At any point,[1] however, she can, through an elaborate and very conspicuous transformation sequence, transform into a magical girl, complete with an overwhelmingly girly outfit. (We made a whole set of tables for generating an outfit.)
[1. Off to the side in the final formatting] There are of course some things that can prevent this from happening, and also depending on the build of the Trait this may require Eureka! Points.
In Magical Girl Mode, the magical girl has access to all her powers, some of which are repurposed Mage Powers and many others are entirely unique to the Magical Girl Trait, based on the powers of well-known magical girls. Here are a few of my favorites.
As you can see these powers cost “points.” Unlike other Monster Traits, I decided the best way to do this would be to make it a “point buy system.”
I adjusted the points allotted until all my own personal favorite magical girls could be represented by a build,[1] although admittedly a lot of this was from memory because I haven’t watched Sailor Moon in like 20 years and haven’t watched Madoka Magica in at least 5. @porcelain-dollbones was able to help with this a lot.
[1. Off to the side in the final formatting] Early season Sailor Moon & friends(end-game Sailor Moon is way too powerful for Eureka), Mami, Kyoko, and Sayaka from Madoka Magica, and Cure Black and Cure White from Pretty Cure.
Actually being in Magical Girl mode is similar to Bat-like Beast in that it drains Composure over time. Magical Girl mode has a slower passive drain, so it is possible to run around in it for a bit, but not for too long. This, along with incidentally being a “balancing” factor, helps emulate the magical girl genre, where they really only transform like briefly once per episode to fight the monster of the week, and the rest is investigating whatever evil plot is going on while not transformed.
Another thing that emulates the magical girl genre is magical girls being able to take an inhuman amount of punishment in magical girl mode and still keep going as long as they still have hope.
They don’t have any extra HP, but they take all damage as Composure damage, meaning they essentially have 17 HP, which can be healed by encouraging Comfort rolls and other Composure restoration. A lot of magical girl powers take flat Composure cost instead of Powers Composure rolls as well, meaning that Composure is not only HP but their ammo.
But also, this is a Monster Trait, so they have a True Nature too. These powers aren't free, in fact they aren’t even really the magical girl’s own powers, they’re granted by another power who wants the magical girl to use them to fight “evil.” Does “evil” exist in Eureka? That’s a hard question to answer, but the bestower seems to think so. This puts a magical girl into a very Good vs Evil role in a setting that is anything but, and yes it’s going to put most other Monster Traits on her shitlist, or at least her bestower’s shitlist.
We talked a lot in the server about whether a magical girl could defeat most Monster Traits, and the answer is, in a “no items, Final Destination” sense, yes, almost always. In terms of raw attack and defense power this is the strongest Paranormal Trait by almost a mile. But at the same time, when does “no items, Final Destination” even ever happen in Eureka?
Eureka’s core gameplay itself is often a long-distance multi-day-spanning cat&mouse game. A one-on-one “fair” fight favors the strongest and cleverest, but the true cleverest fighter will never engage in a one-on-one “fair” fight that they have any real chance to lose.
Could the average magical girl build defeat a very smart and tactically minded vampire like Yvette Preux who also has a gun? Even in an arena with plenty of dark corners and lots of cover, 9 out of 10 times yes. But doesn’t that house also look familiar?
This is the “balance” of Eureka: Investigative Urban Fantasy.
(Both drawings of Yvette Preux by team artist @chaospyromancy)