Page XX logo (2015_04_01 16_53_09 UTC)

New Releases

      • Swords of the Serpentine: The Adventurer’s Edition pre-order – A GUMSHOE sword & sorcery game of daring heroism, sly politics, and bloody savagery, set in a fantasy city rife with skullduggery and death. Pre-order now and get a limited edition colour print map of Eversink.
      • Honey & Hot Wax – An Erotic Art Games Anthology PDF pre-order – A digital-only anthology of games about sex by a diverse group of 10 designers, which will challenge how you think about roleplaying, sexuality, and human relationships.
      • Book of the Underworld pre-order– Pre-order this campaign setting for 13th Age, revealing the secrets of the Dragon Empire’s Underworld, and get the final PDF now.
      • Book of the Underworld PDF – A campaign setting for 13th Age, revealing the secrets of the Dragon Empire’s Underworld.
      • The Yellow King RPG – Four full-colour 6″ x 9″ hardback books in a slipcase, with accompanying GM screen. The dread horror of Robert Chambers’ King in Yellow stories take RPG form, confronting your players with an epic journey across four Carcosan-drenched time periods.
      • The Yellow King RPG Basic Shock & Injury decks – These optional accessories allow The Yellow King Roleplaying Game GMs to quickly grab and dish out Shock and Injury cards during face-to-face play.
      • Absinthe in Carcosa – An 8.5″ x 11″, full-colour hardback, this indispensable city guide for The Yellow King Roleplaying Game is yoked together from travelogues, newspapers, and the disquieting ephemera of the occult tradition.
      • The Missing and the Lost – A thrilling, thought-provoking novel, which can be read as a mystery of a dread-drenched alternate reality, or use it as a model for The Yellow King Roleplaying Game when you play its Aftermath setting.
      • Mutant City Blues 2nd Edition – Pre-order the updated and expanded mutant-powered police procedural GUMSHOE game, and get the final PDF now.
      • Mutant City Blues 2nd Edition PDF – Pre-order the updated and expanded mutant-powered police procedural GUMSHOE game, and get the final PDF now.
      • Even Death Can Die – Pre-order this adventure collection for Cthulhu Confidential and get the pre-edit draft PDF now.

Articles

13th Age

Hey, Pelgranes. There’s a whole lot of change happening all at once, and it’s a stressful time. Here in my hometown, local businesses are closing down by the dozen due to the restrictions imposed in the wake of COVID-19. Around the world, people are out on the streets, protesting against institutional racism and police brutality. Meanwhile, climate change (remember that?!) continues to make our planet less inhabitable every day. Give yourselves a break, take care of yourselves, and stay safe out there.

Work in progress update: Swords of the Serpentine

Pre-orderers can now download the pre-layout PDF of Swords of the Serpentine, along with Jérôme Huguenin’s stunning Eversink map and a WIP of the world map. The book has been copyedited, but eagle-eyed readers over on the Facebook GUMSHOE RPG Community are spotting remaining typos in it – if you’ve found one, please let us know using this form. We’ll be sending the final files to Jen McCleary (The Fall of DELTA GREEN, Night’s Black Agents: Solo Ops) to start layout in the next week.

As well as working on the maps, Jérôme’s also starting to work on some of the iconic heroes from the game – here’s a preview of what he’s working on:

Work in progress update: Mutant City Blues 2nd Edition

Mutant City Blues 2nd Edition has now arrived with our US fulfilment house, and we’ll start shipping US & Canadian pre-orders out this week. They still haven’t arrived in the UK, but the tracking details suggest they should be arriving in the next two weeks, so we’re hoping to start shipping all non-US & Canadian pre-orders before the end of the month. (ICYMI, last month I showed off some of the proofs of the physical book, which are looking great!)

Work in progress update: The Borellus Connection

We’ve finished the revisions to the final The Borellus Connection manuscript and it’s now been copyedited, and we’re handing this adventure collection for The Fall of DELTA GREEN over to the sensitivity reader this week. We’ll commence the art for this shortly, and hope to release it on pre-order later in the summer.

Work in progress update: Honey & Hot Wax

Jen’s finished a first draft of the final layout of Honey & Hot Wax, and this is with the editors, Sharang Biswas & Lucian Kahn, for review. We should be able to get the final PDF to pre-orderers by the end of June. If you’d like to hear more about the games in this erotic art games anthology, check out this video from last month).

Work in progress update: Black Star Magic

Robin, Sam, Ruth & Gareth have finished the final Black Star Magic manuscript now, and this Yellow King RPG magic supplement, including a brand-new adventure for each of the four core YKRPG settings, is currently being copyedited. Expect the pre-order in the next couple of months!

Work in progress update: Even Death Can Die

Even Death Can Die has been stalled for some time, largely due to juggling priorities on my part, but is being restarted now. We’re aiming to have the final PDF to pre-orderers by the end of June, and send it to print at the same time – this means it should start shipping out to pre-orderers in September.

Work in progress update: GUMSHOE Kids

Thanks to everyone who playtested this junior-friendly adaptation of our most popular system! I had a lot of fun running this for my eldest nephew and niece, and they took to roleplaying like it was in their blood. :D We’ve now sent through all of your playtest feedback to Gareth, who’s going through it at the moment for a subsequent edition.

Work in progress update: Elven Towers

Art and maps are flooding in for champion tier 13th Age adventure Elven Towers, by author Cal Moore (Shadows of Eldolan, Sharpe Initiatives: Earthgouger), and only a few pieces are outstanding. This image of the Elf Queen’s Hunt Master, by Roena I. Rosenberger, wonderfully evokes the otherworldly personalities populating the Elf Queen’s Court of Stars at Thronewood. Work on the final text is nearly finished, and this should move into layout in early July.

Convention updates: Origins Online/IRL, and Gen Con

You may have already heard by now that Origins Online, scheduled for this weekend, and Origins Game Fair, which had been rescheduled for October 2020, have now both been cancelled. We are disappointed to hear this, as we had a great variety of games and panels scheduled, but we believe it’s the right decision in both cases.

Gen Con has recently announced that they are postponing an in-person event until 2021, but their online event is running the same weekend as originally scheduled (July 30 – August 2, 2020). As it’s an online event, GMs from all around the world can be part of our GM team this year, so if you’re available to run games as part of Gen Con Online that weekend, please do get in touch with us, either by filling in the form here (the list of adventures available is here) or pinging us on the Discord server.

A derelict superyacht hides a deadly secret in this adventure seed for The Esoterrorists

By Adam Gauntlett

Background

In 2004, Ukrainian billionaire Andrej Teresenko (oil exports) commissioned the superyacht Starfire from AS Knutsson shipyards in Florø, Norway. Over 130 ft long, with helicopter landing pad, gym facilities, a large bar (complete with Steinway piano), private movie theatre and luxury VIP as well as ordinary guest suites, this was to be Teresenko’s crowning achievement. He died before he could enjoy it. The media says it was natural causes; Ukraine’s government suspects assassination, probably by the Russians. Whoever did it saved Ordo Veritatis the trouble, as Teresenko was a person of interest in a Dollarmen investigation. With Teresenko out of the way the trail went cold, though operation BLUNDERHEAD was never officially wound up.

However, the research division discovered the yacht as part of its ongoing trawl of the internet, looking for anything that might indicate Esoterror involvement. They found YouTube footage of the yacht, now just a rusty hull in a Norwegian shipping yard. Records indicate it was part-furnished before all work stopped, but nobody’s bought it, moved it or removed any of the contents since Terensenko’s death in 2006. Nor has anyone offered it for sale; the shipyard seems content to let it sit there and rust itself to death. Operation BLUNDERHEAD has been reactivated, and the agents are tasked with infiltrating the shipyard, getting aboard Starfire, and ensuring that there’s nothing more sinister than a ruined Steinway in that decayed hulk.

Preliminary Investigation

The agents may look over the records of operation BLUNDERHEAD or study architect’s plans of Starfire. The plans are still kept on the architect’s servers, so they can be had with Data Retrieval (0 point).

With this, the agents can get a good idea of the layout (as designed) of Starfire, and what to expect. This grants a 2-point pool to Infiltration or Evidence Collection (or both) while aboard Starfire.

If the agents go one step further and spend 1 point Research, Forensic Accounting or similar, they notice that among the many invoices that went out as part of the build were some significant spends on medical equipment. Except there’s no indication on the ship plans that a state-of-the-art medical bay was part of the ship’s design. It’s not uncommon for a superyacht to have a sophisticated surgery ward, particularly if the owner has health issues. However, Starfire’s design doesn’t allow for one.

Heading to Florø

Florø is a pleasant-bordering-on-quaint island town, the most western town in Norway. It has a coastal museum, lighthouse, deer center and brewery. The agents can get there by car, ferry or plane.

Founded in 1860 when fishing was much more of an industry than it is today, Florø gets much of its living from North Sea Oil, though fishing is still important. It was one of the most prominent towns in the area when transport by sea was still vital, but as highways became predominant Florø’s importance slipped. These days it’s the kind of small-ish town with little serious crime and not much to do.

The Knutsson shipyard is well-regarded by anyone who bothers to think about it, which isn’t saying much, since most folk in Florø have little to do with it. A family-run business since 1873, the shipyard’s been moribund since the late 1990s, when old man Knuttson died and left the business to his sons Jostein and Martin, neither of whom have the go-getting spirit their father had.

Reassurance or similar (0 point) finds out that for the last four years large cars with tinted windows visit the shipyard two or three times a year. Locals gossip that the shipyard’s involved in organized crime, perhaps narcotics smuggling. Cop Talk (1 point) pours cold water on this theory. When it started happening the local cops sent word to the authorities in Oslo and there was a brief inquiry, but it turned out there was nothing to the rumor. The cars are just wealthy clients making enquiries about new ship builds. Though it is odd; for all these inquiries, no ships get built. It’s never the same client, either, always someone different, though the cars are always the same. They belong to the law office of Advokat Erik Helgesson, Oslo; checking reveals this to be a Dollarman front, though Helgesson will die before he gives up any useful intel.

A.S. Knutsson Shipyard

Though neat and efficient, the shipyard is clearly (Architecture 0 point) an outdated relic trying to get by on equipment that should have been replaced years ago. There’s plenty of safety code violations and a case could be made for illegal dumping of petrochemicals, but nobody in Florø cares that much. They feel too sympathetic to the Knutsson brothers, two local lads struggling to get by.

The Starfire is berthed in one of the furthest corners of the shipyard, out of direct sightline of the main offices. Almost as if the brothers didn’t want to see it if they could help it.

The shipyard has a dozen permanent employees, mostly skilled trades, perhaps a score or more temp-hires when there’s a big job on, and there are a couple dogs on site, but they aren’t security-trained; they’re just big and noisy. Infiltration difficulty 3 to get into the site, falling to 2 at night when there aren’t as many people. The Knuttson brothers sleep at the shipyard, but nobody else does. In the event of trouble, they call the cops.

One employee, Geir Blomhagen, has an unusual sideline. Every so often, always a week before one of the cars arrive, he picks up a package from the post office and takes it aboard Starfire, where he leaves it below decks. He’s never looked inside any of the packages, though he knows from the return address that they come from medical suppliers. He’s scared to talk about this, but he drinks heavily ever since his boyfriend left him, so he sometimes lets things slip. Reassurance (1 point) gets him to open up.

Getting Aboard Starfire

If the agents get into the shipyard without trouble, they don’t need to make another Infiltration check to sneak onto Starfire. She’s unmanned and unwatched.

She would have been impressive had she ever launched, but now she’s a rusty orange hull. The swimming pool on the upper deck is empty, save for a shallow puddle of rainwater. She has four decks above the waterline and two below, and for the most part she’s exactly what she appears to be: an abandoned superyacht, part-furnished. The Steinway rots in the bar, alongside leather bar seats and walnut fixtures that have long since perished. The en-suite VIP cabins with their luxury furnishings are ruined. Even the flatscreens, never connected, were left here, though at the time it would have been easy enough to remove and sell them to some deserving Florø household, no questions asked. It’s as if the workers were too frightened to touch anything after the commission fell through.

Evidence Collection (0 point) finds Blomhagen’s trail. He always goes to the same place – the bar – and leaves the package on the Steinway. This can easily be told by the marks in the rust and dust. What’s not so easily told is what happens after that. Whoever removes the package leaves no trail.

Evidence Collection (1 point) notices that although the ship ought to have two below-waterline decks, there’s no obvious way to access the second deck. Architecture (1 point) or another point spend Evidence Collection finds a concealed access hatch that leads to the second below-waterline deck.

It is immediately clear, on entering the second below-waterline deck, where all that medical equipment ended up, back when Starfire was built. This equipment wouldn’t shame a top-rated surgical facility. None of it is in good repair and blood and viscera are liberally scattered over every surface. The entire deck stinks like a midden and is slick with greasy fluids. The medical packages Blomhagen brought aboard are here, torn open, their contents presumably used – everything from plasma to harvested organs from China.

Also here is what’s left of Andrej Teresenko, impossibly, necromantically, still alive.

He’s just a torso , his eyeless head endlessly twitching, but he still has a tongue, so he can speak. Intimidation means nothing to him now, but Reassurance might work, if the agents promise they will kill him. He has no combat stats or relevant abilities, Health 3. If the agents try to rescue him to interrogate him later about Esoterrorism or the Dollarmen, the GM should decide what happens next. He probably won’t survive long without the Nurse’s constant attentions, or really specialized medical care.

Back in 2004, Teresenko was already aware that the authorities were coming for him. He wanted a way out, so he could enjoy his wealth somewhere sunny and peaceful. For that, he needed the best plastic surgery money could buy, and he spent a full year looking for someone to suit his exacting needs. That’s how he found the one he calls The Cutter, and The Cutter was his way into the Dollarmen. He promised the Dollarmen access to The Cutter, so their own people could enjoy new identities. In exchange, the Dollarmen would help him hide the loot. Teresenko built Starfire so The Cutter would have a safe haven, then faked his own death and delivered himself into The Cutter’s hands.

‘I didn’t know,’ he weeps with ruined eyes. ‘I didn’t know …’

What Really Happened

Teresenko found The Practice. Specifically, he found a Surgeon-Nurse husband-wife team, Ilya Litvin and his wife Yana, medics in the 1914-18 war fighting with the Austro-Hungarian army, shot by their own side in 1916 for reasons unspecified in the historical record – though as is so often the case, history lies. The Litvins made the transfer to the other side of the Membrane, and for decades afterward made hospitals in Kiev a living nightmare.

Teresenko offered them what he thought was safe haven, but the Litvins didn’t care much about that. However, the Practice wanted new victims and Teresenko offered a steady supply, without all the fuss and bother of having to look for them. So Teresenko got his Cutter, and the Litvins moved to Norway. The Dollarmen soon learned their tame plastic surgeons were nothing but. The Dollarmen decided to make lemonade from their lemons and now use the Practice as impromptu interrogation experts.

‘Tell us everything you know, or we will leave you here …’

The Litvins soon got bored of sitting aboard ship and have been making regular trips first to local medical facilities, then further abroad. They always return to Starfire. It’s their comfort zone.

Ilya and Yana Litvin

Stats as per Unremitting Horror, p. 81-90. The team has no Mortician, so nobody cleans up, which is why the surgery is in such a state. Both still wear military uniforms under their medical gowns, and Ilya has all his campaign medals. He’s also tagged on medals from every other military campaign he’s ever witnessed since 1916, not caring very much which army the medals came from. His skull is over-stuffed with brains, so his Alertness modifier is +3. He’s also grafted new, better hands onto Yana, so her Scuffling is 13. They treat Teresenko like a pet, but he’s also a useful guard dog. They don’t keep his eyes in his head, but in a handy liquor-filled jar so they can see the concealed entrance point. Anything those eyes can see, Yana can see. Infilitration Difficulty 8 somehow gets through that door without being spotted. Otherwise the Litvins know how many agents there are, what weapons they carry, and when best to ambush them.

This scenario seed was inspired by this YouTube video.

 


Adam writes, and writes, and writes. Among his credits are Pelgrane’s Soldiers of Pen and Ink, Dulce et Decorum Est, The Many Deaths of Edward Bigsby, and Silver Ennie Award winner The Long Con. You can find him on Twitter at @ag_Karloff, and online at http://karloff-shelf.blogspot.com/.


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.

You may be wondering, either as a thought experiment or something to actually put in place, how to combine Injury and Shock cards from QuickShock, as seen in The Yellow King Roleplaying Game, with the more traditional combat system found in other GUMSHOE games.

Reasons to do this: It shortens the learning curve for players who already know the other version. It extends fights longer, allowing excitement to build. It provides more details of the blow-by-blow, requiring less abstract thinking to narrate.

Reasons not to do this: It takes the most complicated element from one version of the game and bolts it to the most complicated element from another. It extends fights longer, devoting an increased chunk of time to bashing and getting shot that could be used interacting with GMCs and solving mysteries.

For those who feel the pros outweigh the cons and are ready to tackle a surprise wrinkle or three, these unplaytested initial notes might point the way

Final Card

As in QuickShock, decide how many cards of one type, Shocks or Injuries, a character can take before leaving play: a harsh 3 or a forgiving 4.

Shocks

Entirely replace the Stability point loss system with the QuickShock approach. Players test Stability or Composure to avoid lingering emotional consequences, usually with a Difficulty of 4, taking a Shock card in the case of failure. The character receives a minor Shock with a margin of 1 or a major Shock with a margin of 2 or more.

Reach your Final Card threshold, either 3 or 4 Shocks, and your character leaves play.

Hazards

Physical dangers outside of combat work the same way, except that you’re testing Athletics, Health or Sense Trouble to avoid Injury cards, taking the minor on a margin or 1 or the minor on a result higher than that.

Fighting

Combat proceeds as it does in standard GUMSHOE, up until the point where a player character drops to or below one of the Health pool thresholds: 0 points, -6 points, and -12 points.

At the 0 threshold, the character takes the minor Injury card dished out by the opponent who landed the blow. If that takes you to your Final Card threshold, you die, narrating appropriate details for your demise. Depending on the situation, your G may let you expire with a touching dying speech, surrounded by your grieving colleagues, after the fight has wrapped up.

At the -6 threshold, the character takes the major Injury card dished out by the opponent who landed the blow. If that takes you to our Final Card, you die, as above. Otherwise, you continue. Your character will also almost certainly have the minor card still in hand. Effects of the two cards stack. Where the two cards present effects that are incompatible or make no sense when combined, the character keeps the major card and swaps the minor one for “Reeling” below.

At the -12 threshold, the character takes the Shock card “Down for the Count,” below. Once more, if that’s a Final Card, the character dies immediately or by the end of the scene.

An attack that blows through two thresholds gives you two cards. Three thresholds, three cards.

REELING

Injury

-1 to all tests.

Discard when you discard another Injury card, or after an hour (table time.)

DOWN FOR THE COUNT

Injury

You collapse to a prone position. You can’t make tests or stand unaided. Your Hit Threshold drops to 2.

Trade for “On the Mend” after a day in intensive care (world time.)

The GM may design certain foes so that they dish out custom equivalents of these two cards.

Further Adjustments

Reskin and adjust cards for the game and genre you’re playing.

Divide general abilities into the three sub-categories (Physical, Presence and Focus) if your version of GUMSHOE doesn’t do that already. Use YKRPG as your model for that.

Make sure cards refer only to abilities that appear in your game. Revise references to Pushes if your GUMSHOE uses investigative spends instead. Rename cards to reflect your world: you’ll need laser blasts for Ashen Stars and damage for obscure super powers in Mutant City Blues.

Ignore Shocks from games that don’t take characters out of play for mental strain, such as Ashen Stars.

For Trail of Cthulhu, drop Sanity as a separate game statistic. Achieve its effect by making Shocks arising from Mythos contact Continuity cards with punishing or nonexistent discard conditions.

Create cards whose effects leverage statistics that appear only in standard GUMSHOE, from Hit Thresholds to Armor to weapon damage.

Conversely, don’t use “Don’t For the Count” in actual QuickShock games, where Hit Thresholds are not a thing.

And if you try this, let me know how it goes!


QuickShock GUMSHOE debuts in The Yellow King Roleplaying Game. YKRPG takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

The BORELLUS CONNECTION manuscript was too nightmarish and vast to be constrained by any binding our printer could conceive; therefore, we were obliged to remove some material from the book. It’s preserved here as a series of Page XX articles. As Orne’s mysterious correspondent in Philadelphia warned us, “no Part must be missing if the finest Effects are to be had”; therefore, we have categorised these cuttings as FINEST EFFECTS.

All materials tagged FINEST EFFECTS are Handler’s Eyes Only – prospective players of the Borellus Connection campaign are instructed not to read these articles.

Operation HORUS HOURS sends the Agents on a trans-Pacific flight, shadowing a group of heroin smugglers as they fly from Hong Kong to LAX. Some added random encounters to liven up the flight:

  • Drunken Passenger: A drunken passenger (pick one of the Red Herrings if need be) mistakes one of the Agent for someone they know and strongly dislike, and decides that mid-flight is the perfect time to have this long-delayed confrontation. Reassurance or Flattery means that the Agent merely gets vomited on instead of punched.
  • Illness: One of the other passengers has stomach flu, but assumes it’s appendicitis or worse. The cry goes up – “is there a doctor on board?”
  • Turbulence: The plane runs into turbulence. Everyone must return to their seats and strap in. If an Agent delays, call for an Athletics test (Difficulty 3); failure means the Agent falls and takes d-3 damage.
  • Bad Weather: Thunder booms, lightning flashes, and the plane shudders as strong winds catch it and throw it across the sky. The lights flicker. Any physical actions (Athletics, Stealth etc) are at +1 Difficulty until clear of the storm.
  • Talkative Seatmate: Pick one of the Agents; their seatmate finishes the novel they were reading (Valley of the Dolls) and, bored, tries to strike up a conversation with the Agent. The seatmate is inquisitive and persistent. If rebuffed, complain loudly.
  • Fallen Baggage: One of the overhead compartments flies open and a bag falls out. Roll a d6. On a 1-2, it belongs one of the Agents; on a 3-5, an ordinary passenger; on a 6, one of the smugglers). In the case of an Agent or criminal, some suspicious item – a gun, a passport, a brick of heroin – goes skittering away under seats and must be hastily retrieved.

By Kevin Kulp

As we enter June 2020 and Swords of the Serpentine’s pre-layout PDF reaches everyone who has pre-ordered the game, we want to make sure you have examples of what’s possible with hero creation. With a limited series of blog posts entitled Four Heroes, we’ll feature a sample Hero for each profession (or a mixture of professions) to use as a good example of a pre-generated character, or an example of how to use the rules to create the hero you want. These will often break out from traditional sword & sorcery stereotypes, and will usually be rooted in SotS’s city of Eversink, where the goddess of civilization and commerce holds sway.

Sentinel

Sister Claris, Inquisitor of Denari

Cynical, stubborn, plain, righteous, proud, probably disappointed in you

Drives (what is best in life?): Addressing the wicked and vainglorious; changing the world; exalting your friends

Defenses – Health: Health Threshold 3 to 6 (shield), Armor 2 (coin armor), Health 8

Defenses – Morale: Morale Threshold 4, Grit 1 (high standards), Morale 10

Offense – Sway: Sway 10: Damage Modifier +1 (guilt)

Offense – Warfare: Warfare 5: Damage Modifier +1 (flail)

Investigative abilities: Command 1, Intimidation 1, Liar’s Tell 1, Taunt 2, Trustworthy 1; Felonious Intent 2, Laws & Traditions 1, Spirit Sight 1, Vigilance 1

Allegiances: Ally: Church of Denari 2; Enemy: Sorcerous Cabals 1

General abilities: Athletics 5, Bind Wounds 3, Preparedness 5, Stealth 2, Sway 10 (Play to the Crowd), Warfare 5

Gear: Round shield with the heraldry of Denari; collection of astonishingly good tea; badge of authority; official letter from the Lord High Inquisitor assigning you to independent investigation; shining silver armor made partially of coins; your grandmother’s flail (Damage Modifier +1); Holy book of tax laws and prayer; keys to your mostly-empty room in the church dormitories; painting of you with your adventuring friends; a bright and shining holy coin

Design Notes: Don’t call the inquisitor a lonely and sour stick-in-the-mud. She is, mind you, but she’d look at you with disappointment in her eyes. Claris is a sentinel of the church, tasked with seeking out law-breaking sorcerers and their corruption. She’s hard to hit (especially when she hides behind her shield, although this penalizes her other actions), stubborn, and experienced at guilting her quarry into surrendering. Her capabilities as a sentinel are diversified, with a focus on detecting mischief, and she’s superb at social interaction. Just don’t expect her to be charming.

Sorcerer

Exorius of the Inner Eye, sorcerer, master of time and space

Pretentious, amused, spoiled, covetous

Drives (what is best in life?): Revealing your true power; having others indebted to you; being a key part of important events

Defenses – Health: Health Threshold 3, Armor 1 (entropy), Health 8

Defenses – Morale: Morale Threshold 4, Grit 1 (prescience), Morale 10

Offense – Sorcery: Sorcery 10 vs. Health: Damage Modifier +1 (aging)

Offense – Sway: Sway 3: Damage Modifier +1 (bombastic)

Investigative abilities: Command 1, Intimidation 1, Liar’s Tell 1; Corruption 5, Forgotten Lore 1, Prophecy 2 (talking to your future self)

Allegiances: Ally: Sorcerous Cabal 2; Enemy: Church of Denari 1

General abilities: Athletics 5, Bind Wounds 2, Preparedness 8 (Flashback), Stealth 2, Sorcery 10 (Blast), Sway 3

Sorcerous Spheres: Aging, Art, Decay/Entropy, Mirrors, Transportation

Gear: Shimmering robes that always look new; a pouch that leads to the pocket of a differently-aged version of yourself; dismissible mirrors that circle you and slowly spin, each showing a different time and place; throne that appears whenever you wish to sit; ever-present loneliness; several framed paintings with sorcerously-imprisoned enemies trapped within them; the worry of never being quite relevant enough; a key tucked inside an old, poorly-written letter from your late mother, addressed to your real name of Cosimo

Design Notes: Ever suffered from imposter’s syndrome? Yeah, so does Exorious.

Inspired originally by Ningauble of the Seven Eyes in Leiber’s Fafhrd and the Gray Mouser stories, Exorious is a spectacularly powerful sorcerer, and he makes sure people know it. None of this whole “skulking around in the shadows” nonsense; he’s a sorcerer’s sorcerer, and he just makes sure never to let Corruption slip into the world when he is within Eversink’s city limits. Note how many of his signature gear simply explains his abilities; the pouch to a future or past self gives him an excuse for Preparedness, for instance, and the magically rotating mirrors are nothing more than a showy and ostentatious way to use his Prophecy.

Thief

Vincenzo, town crier (and hereditary King of Eversink?)

Friendly, inquisitive, helpful, polite, honest

Drives (what is best in life?): Staying alive; spreading the truth; protecting your friends

Defenses – Health: Health Threshold 3, Armor 0 (threadbare clothes), Health 8

Defenses – Morale: Morale Threshold 4, Grit 1 (incredulous), Morale 10

Offense – Sway: Sway 12: Damage Modifier +1 (convincing)

Offense – Warfare: Warfare 1: Damage Modifier +0 (unarmed)

Investigative abilities: Charm 1, Command 2, Liar’s Tell 1, Servility 2, Trustworthy 1; City’s Secrets 1, Scurrilous Rumors 3

Allegiances: Ally: Commoners 2; Enemy: Triskadane 1

General abilities: Athletics 4, Bind Wounds 4, Preparedness 8 (Flashback), Stealth 1, Sway 12 (Play to the Crowd), Warfare 1

Gear: Clean but thread-bare clothing; list of today’s stories to announce; a daily route through The Tangle; a small bag of coins; a group of Royalist nut-jobs who keep claiming your great-great-grandmother was Queen of Eversink; an invitation to “meet your destiny (i.e. “commit treason”) that you’re studiously ignoring; a really annoying birthmark you try not to think about; a warm and much-loved hovel; a true bounty of trusted friends

Design Notes: Vincenzo is an unusual thief. By setting him up as a friendly and mild-mannered town crier (with a large amount of Scurrilous Rumors) we give him an excuse to be unusually convincing. He lacks classic thief skills such as Burglary and Stealth, but Vincenzo knows almost everything that’s happening in the city, and if he doesn’t he knows someone who does. We make sure this doesn’t get boring by establishing that Vincenzo is also technically the heir to the crown, which doesn’t help him at all because Eversink hasn’t had a monarchy in five generations. Vincenzo is a nice and simple hero at the center of people wanting to manipulate him, and that’s bound to make him fun to play.

For anyone who’s a fan of the TV show Galavant, we picture Vincenzo as played by Darren Evans, the same actor who plays Chef.

Warrior

Foyle, Professional Monster Hunter

Pessimist, cheery, planner, thorough, insightful, pious, proud

Drives (what is best in life?): Eradicating the inhuman; a great plan; a narrow escape

Defenses – Health: Health Threshold 4 to 7 (dented great shield), Armor 2 (heavily scarred chainmail), Health 10

Defenses – Morale: Morale Threshold 3, Grit 1 (focus), Morale 8

Offense – Sway: Sway 5: Damage Modifier +1 (prayer)

Offense – Warfare: Warfare 8: Damage Modifier +1 (Trial, ancient battleaxe)

Investigative abilities: Taunt 1, Trustworthy 1; Know Monstrosities 3, Leechcraft 1, Prophecy 1, Spot Frailty 2, Wilderness Mastery 1

Allegiances: Allies: Church of Denari 1, Monstrosities 1; Enemy: Monstrosities 1

General abilities: Athletics 8 (Dodge), Bind Wounds 4, Preparedness 4, Sway 6, Warfare 8 (Cleave)

Gear: New but heavily scarred chainmail (Armor 2, Swim penalty -4); new but badly dented great shield (+0 to +3 for Hit Threshold); Trial, an ancient battleaxe once belonging to your grandfather (Damage Modifier +1); the resigned annoyance that no one ever wants to believe you; two dozen conspiracy theories about monsters in Eversink, all true; a depressing lack of close friends who are human; a deep and abiding faith

Design Notes: Foyle has a few cross-profession Investigative abilities that give him prophetic hunches and a knowledge of disease and poison. He’s a monster-hunter in a city where the most dangerous predator is usually human, and that means that most people aren’t quite sure what to do with him. Foyle is actually friends with a handful of monstrosities he hasn’t tried to destroy (as per his Allegiances), and he’s one of the few people with access to the inhuman demimonde that exists in Eversink but which no one in authority cares to admit to. One thing is certain: Foyle notices the mental and physical weaknesses in everyone he meets, and he’s happy to exploit that if it gains him an edge in combat.


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, to be published in 2020. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

 

Recently retrieved from The Royal Opera House, London. Edom Operatives believe “O.” to be Olivia Liu, informant working with anti-vampire operatives in Europe.

A full report of the events at the opera house are contained here.

(Hastily handwritten text reads: “I heard you were here. We need to talk. O.”

In the latest installment of their play by clip game, Gar’s character makes a shocking discovery upon making his rendezvous with the Thing in the River, and Robin breaks down the fine art of the auto-success.


GUMSHOE is the groundbreaking investigative roleplaying system by Robin D. Laws that shifts the focus of play away from finding clues (or worse, not finding them), and toward interpreting clues, solving mysteries and moving the action forward. GUMSHOE powers many Pelgrane Press games, including The Yellow King Roleplaying Game, Trail of Cthulhu, Night’s Black Agents, Esoterrorists, Ashen Stars, and Mutant City Blues. Learn more about how to run GUMSHOE games, and download the GUMSHOE System Reference Document to make your own GUMSHOE products under the Creative Commons 3.0 Attribution Unported License.

In the latest episode of their heavily footnoted podcast, Ken and Robin talk gamifying Das Boot, RPG prose tips, scientific paper identity theft, and the manifold wonders of Davenport Iowa.

Beat the scores of our top single or team contestants as our Virtual Pub Quiz unleashes fiendish questions from Robin D. Laws, Kenneth Hite, Rob Heinsoo, Gareth Ryder-Hanrahan, Cat Tobin, and Wade Rockett.

Is that dolphin charismatic or sinister? Grab a glass, virtual or actual, and find out.

Previous Entries Next Entries