Why You Should Try Eureka: Investigative Urban Fantasy Part 8: Fun and Easy Character Creation
This is part 8 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 1 Link: We Worked Hard on It!
Part 2 Link: It's Easy to Learn!
Part 3 Link: It's Easy to GM!
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
I talked about Skills in previous parts, and here we will go more in-depth into them, as well as other awesome things that make up a Eureka character.
As mentioned before, Eureka characters have an all-purpose array of 21 Skills meant to cover just about anything they’re likely to encounter while trying to solve a mystery, with a rating that tells you how good or bad they are at each of these skills. You don’t roll for skill points, nor do you get a set amount of them to distribute. The only rules are that each skill must be set to a rating between -3 and +3, and at the end, they all have to add up to a net 0. This means that for every +3(making them an expert at that skill), they have to have a -3 somewhere else, or three -1s, etc. This can make character creation a little bit like a puzzle, where you slowly uncover just who your PC is as you move their skills around to add up to 0, while still giving you complete control over their strengths and weaknesses.
There are also additional “Write-In” skills, which are more specialized. You can also write in your own skills as Write-In skills if none of the official ones suit your PC. Any Write-In skill has to be set to +1 or higher, and counts for the total.
In addition to skills, Eureka characters are made up of Traits. These are literally personality traits that have a mechanical effect on that PC’s gameplay, further supporting roleplay. Each PC has 3 Traits by default, but additional Traits, up to 6 total, can be added at the cost of extending how many Investigation Points it costs them to get a Eureka! Point.
Traits can radically change how the PC plays, and of course help define their personality by encouraging and discouraging certain behaviors through bonuses and penalties. Many Traits also provide additional ways of spending Eureka! Points.
Here’s a few examples and a link to a big masterpost of Traits, though at the time of writing this there’s even more Traits than the masterpost shows. You’ll have to download the Eureka rulebook to see them all. (It's linked at the top of this post.)
A PC’s “Truth” is another mechanic that really fleshes them out in gameplay. It is one of more extra little elements of their personality. It could be a motto they live by, their short temper, their overly trusting nature, etc. The only rule is that it has to be something that would be likely to spur them to action or get them into trouble. Once per Scene, when they say or do something that is in line with their Truth, they gain a +1 bonus to their next 5 skill checks. This keeps your characters acting in-character, and rewards it.
You might have noticed that "Wealth" is a skill. In short, this skill is rolled when PCs buy something, or when they need to know something about high-society. (It can also be reversed when they need to know things about lower class environments.)
Another thing that Wealth governs is the PC’s inventory items.
Inventory items are determined on a per-scenario basis by rolling for how many Wealth Points can be spent on items before the scenario starts. You’ll get your investigator a house (or equivalent), a vehicle, and whatever else they can afford. Having the right item for the job can save lives, but powerful weapons, fast cars, comfortable homes, etc. can get expensive quick. Just like in real life, rich people generally have an easier time of things, but some of the best moments in our own campaigns have come from PCs struggling with money.
(You also fill out the PC’s Tiers of Fear in character creation but I already talked about that in Part 6.)