"Investigators with Disabilities" and "Disabilities are Disabling" Sections from the Eureka: Investigative Urban Fantasy rulebook.
Investigators with Disabilities
It is already possible for investigators to become physically disabled as a result of wounds during their adventures, but players may also opt for their investigators to be disabled right from the start, either because they were in an accident, or because they were just born that way.
When creating an investigator, players may choose to start their investigator already having one or more Permanent Grievous Wounds (see p.XX “Grievous Wounds”) on their character sheet. This also means if they want to be functional, they will probably have to pay for a prosthetic or physical therapy when determining their starting inventory.[1] There is no numerical advantage associated with giving an investigator Grievous Wounds starting off, save for the opportunity to enrich the world of Eureka with investigators from even more walks of life, and the opportunity to prove that being fully able-bodied is not a prerequisite to solving mysteries.
[1 sidebar] Unfortunately, this care is not free in the United States.
Disabilities are Disabling
So why don’t disabilities grant any advantage? It isn’t too uncommon for RPGs to have some sort of “flaw” system, where during character creation you can give your character “flaws” or some kind of penalty, and usually get that balanced out by being able to add extra bonuses elsewhere. Sometimes, these “flaws” may take the form of disabilities.
One particular high-profile indie TTRPG takes this beyond just character creation, and makes it so that if a PC receives a “scar” in combat that reduces their physical stats, their mental stats automatically go up by an equivalent amount, and proudly imply that to make any mechanic which results in permanent consequences or makes disabilities disabling is ableist. We think you can probably tell what we think of that from this sentence alone, and we don’t need to elaborate too much.
We do think, in the abstract, “flaw” systems in character creation are not a bad idea. They allow for more varied options during character creation, while preserving game balance between the PCs.
But in real life, people aren’t balanced. The events that left me injured and disabled didn’t make me smarter or better in any way - if anything, they probably made me dumber, considering the severity of the concussion! Some things happened to me, and now I’m worse. There’s no upside, I just have to keep going, trying harder with a less efficient body, and relying more on others in situations where I am no longer capable of perfect self-sufficiency.
A disabled person is, by definition, less able to perform important daily tasks than the average person. To deny this is to deny that they need help, and to deny that they need help is to enable a refusal to help. This is the perspective from which Eureka’s Grievous Wounds mechanic was written.
When a character is reduced to 1 HP (which by design can result from a single hit from many weapons) they may become incapacitated or they may take a Grievous Wound, which may be a permanent injury with no stat benefits. Grievous Wounds don’t have to result from combat, they can also be given to a character during character creation, but not as a trade-off for an extra bonus.
“But then doesn’t my character just have worse stats than the rest of the party?” Yes, haven’t you been reading this? There is no benefit, except for the opportunity to play a disabled character in a TTRPG. This character will probably have to be more reliant on the rest of the party to get by in various situations. Is that a bad thing?