Mutant City Blues 2nd Edition

Ever since the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams.

As members of the elite Heightened Crime Investigation Unit, you and your fellow detectives solve crimes involving the city’s mutant community. When a mutant power is used to kill, you catch the case. When it’s a mutant victim in the chalk outline, you get the call. And when it comes time for a fight, you deploy your own extraordinary abilities to even the odds.

With new human capacity has come new science. Your squad brings forensic science to bear on the solution of mutant crimes. Need to know if a suspect is the victim of mind control or dream observation? Perform an EMAT protocol to detect the telltale signs of external influence. Was your victim killed by a light blast? Use Energy Residue Analysis to match the unique wound pattern to the murderer, as surely as ballistic science links a bullet to a gun.

Does your crime scene yield trace evidence of two separate powers? Use your trusty copy of the Quade Diagram, the infallible map of genetic relationships between mutant powers, to tell if one suspect could have used both – or if you have two perps on your hands.

If chases, interrogations and mutant battles weren’t enough to handle, you also serve as a bridge between the authorities and your mutant brethren. To successfully close cases, you must navigate the difficult new politics of post-mutation society, and deal with your own personal issues and mutation-caused defects.

Police work will never be the same.

Upgraded In 2nd Edition!

  • Push rules make GUMSHOE investigation even faster and more flexible
  • New modes of play help GMs tailor the game to their players
  • Personal crisis rules bring the stress of the job into play
  • Character templates to help players build their officers
  • Expanded chase rules for superpowered action
  • Rules for superpowered private investigators
  • A thrilling new scenario, Blue on Blue, delves into buried secrets of Mutant City and the early days of the Sudden Mutation Event

6 Responses to “Mutant City Blues 2nd Edition”

  1. from says:

    Yes, yes? Will this get some updates from later Gumshoe games, e.g. conspiracy thriller support from NBA? Will there be support for different play styles, maybe something pulpier? Will there be some more “love” for this line, with more material published?

    Would it at all be possible with a deluxe-supreme solander box with different-sized game master (big, thick, hardcover) and player (smaller, thinner, softcover-yet-still-sewn) books in one delicious package?


    P.S. Just started a campaign with the Ashen Stars system, albeit not setting, for a cyberpunk/transhumanist campaign. s/Vas Mal/AI (in Cyberspace only)

  2. Spence says:

    Any loose timeline on this?

  3. James Walker (worldsaverinc on says:

    I am interested in Mutant City Blues. I do understand the concept and I am intrigued. I missed my chance to get in print. I look forward to the second edition. Since you are adding private investigator to the ideas and rule set, can that be used to play Batman or Planetary?

    Could this be used for other types of investigation rather than crime scenes? Like Secret Histories perhaps? Stuff long forgotten and scattered?

    • Gareth Ryder-Hanrahan says:

      It’s still primarily a game about super-powered criminal investigation; you could certainly adapt the rules to a different campaign framework, but there isn’t much support in the book for other modes of play. I’ll explore some other options in Page XX when the game’s released.

Leave a Reply