When Kanye West commissioned a hologram of her late father as a birthday present for his wife Kim Kardashian, he was giving a gift to her, no doubt about it. But wasn’t he also giving a gift to us, as Game Moderators looking for perfect scenario seeds for the This is Normal Now sequence of The Yellow King Roleplaying Game?

West reportedly programmed this holo-tulpa-revenant to describe him as “The Most, Most Most, Most, Most Genius Man in the Whole World.” Gosh, how are we going to make this entirely regular spousal behavior into something creepy?

The simplest option is to simply have the hologram of a celebrity relative go berserk and start attacking people.

Alternately, a player character receives the gift of a hologram as a misguided gesture of affection, and must cope with the consequences.

In a baroque option, the hologram might come to the investigators, having somehow learned of their expertise in Carcosan-related problems. It suspects that it will be used as a murder weapon, or has already been. Invested with the conscience and personality of its deceased template, it wants to reveal the unknown culprits and then return to oblivion. It needs the player characters’ help in doing that.

Later the group might stumble across a covert community of sapient holograms. They fear exposure and wish to continue living among humans. The investigators might be tempted to sympathize with them, until they realize that the holograms have been protecting their privacy by murdering not only their original creators, but anyone else who stumbles onto their secret.

In all the above cases, the hologram gains the power to interact with its physical environment from a passage from The Yellow King embedded as comments in its code. An upgrade to a new software version, without the passage, deactivates them for good—if the team can figure out how to administer it. Until then, Kill results in combat merely dissipate them for a few days.

Numbers: 1 (or as many as the group)

Difficulty: Superior (Escape 5, Other 4, Kill 5)

Difficulty Adjustments: -1 if you know what it is; -2 if you have the Computers ability and have read its code; -1 if another investigator in the fight gets the previous bonus

Toll: 2

Tags: Construct

Injuries, Minor and Major: Holo Swipe/ Holo Strike


The Yellow King Roleplaying Game 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.

 

For the “Mr. Wilde’s Wild Halloween” one-shot of The Yellow King Roleplaying Game I ran recently on Twitch, I knew the action would open with the investigators heading to a party. To fit both the occasion and the reality-bending theme, and to demonstrate to the audience how Shock and Injury cards work, I decided to kick off by giving the characters the chance to partake of recreational drugs. The existing cards that fill this role are themed specifically to drunkenness, and appear in the Paris sequence. The contemporary This Is Normal Now setting called for cards with titles that could refer to a broader range of substances.

The cards from the existing pair are also a touch on the complicated side, calling for more rules explanation than I wanted to get into. So I created a pair of cards with simpler mechanics and titles fitting a wide range of mood-altering substances. You too may find these useful in your game.

Characters avoided these cards by scoring Difficulty 4 Health successes.

If you watched the game you may recall that only Cat’s character failed, taking the minor card, “High.” I gave it a relatively easy and common discard condition in the hope that the audience would get to see it removed. Which is what happened, so I owe the Actual Play spirits a solid.

Unlike “Tipsy”, the minor card in the drunkenness pairing, “High” lacks the “Non-lethal” tag. You could add it back in if you prefer. However, with harder drugs you can easily rationalize why a dose gone awry could finish off a character who has already sustained multiple injuries. Even a safer drug might turn out to be laced with something fatal, or exacerbate existing wounds, should “High” occur as a Final Card.

Like “Tipsy,” you’ll note that these are Injury cards, not Shock cards, reflecting the characters’ decision to ingest a recreational poison. Their minds might be altered, messing with their Focus tests, but by a chemical rather than emotional source.


The Yellow King Roleplaying Game 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.

When I run The Yellow King Roleplaying Game in one-shot format, I improvise based on the Deuced Peculiar Things players specify. I provide them with this set of Paris pregens, which leaves the Deuced Peculiar Thing open for all but the Belle-Lettrist. I use that essayist character to cheat my way to the fun, and the core motif of the game. That character gets a Deuced Peculiar Thing indicating that somehow maybe the publication of the play is their fault, in a fuzzy way they no longer comprehend.

I open the action in the art students’ favorite cafe, Le Veau Gras (Paris p. 99), setting the tone of the game by inviting the characters to commiserate over their overindulgence of the night before.

As I prepped for my recent online game for top tier Kickstarter backers, imagine my surprise when I realized that I never designed Injury cards to portray hangovers! How could I have possibly done this so many times without that vital piece of design work? It’s like creating D&D and forgetting fireball.

Why it’s almost as if I was involved in the production of a cursed roleplaying game, in a fuzzy way I no longer comprehend.

Well, best not to think of that, as we Bohemian artists say.

Anyhow, I whipped up this pair to introduce the concept of Shock and Injury cards to the players.

HUNG OVER

Injury

After 1 or more scenes, discard by complaining that others don’t care enough about your hangover.

WHAT YOU DID LAST NIGHT

Injury

-1 to Focus tests.

After 1 or more scenes, discard by remembering a problem you caused during last night’s festivities.

These require Difficulty 4 Health tests to avoid. If they were Shock cards, tempting players to burn Composure, I might be more merciful and assign a Difficulty of 3. Health isn’t typically as precious in these one-shots so I can afford, for rule-teaching purposes, to start with the typical Difficulty.

As Injury cards go, these are not especially onerous. The minor card of the pair doesn’t even impose a mechanical penalty, except for the standard incrementally increased threat of having your investigator removed from play for having too many cards of one type in hand.

I also took care to give the cards discard conditions that are both fun and easy to meet. The discard conditions demonstrate how cards work in general as they nudge players to contribute to the establishment of tone.

Every time I’ve run this, the story has moved on from this simple scene to a radically different direction, from animated statues, to climactic bloodshed on the Pont Neuf bridge, to a time loop that trapped the investigators in the room where they were designing a float for the annual Art Student’s Ball.

Whatever introduction you use to draw your players into the Carcosan terrors of the Belle Epoque, I have a sneaking suspicion you’ll find some way to make use of these new cards.

 


The Yellow King Roleplaying Game 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.

Basic Shock Deck

Apprehension, panic, terror, and collapsing causation!

This optional accessory helps The Yellow King Roleplaying Game GMs select and hand out Shocks during in-person play. Its card selection focuses on the varieties of fear and emotional disequilibrium most likely to afflict investigators into any reality-altering Carcosan mystery. Perfect for on-the-fly scenarios or abrupt sidetracks into hallucination and shattered consciousness. This deck assists GMs who prefer the solid slap of a physical card against the game table you can plunk before players when their characters stare into the uncanny and wish they hadn’t.

Basic Injury Deck

Bullets, blades, tumbles and absinthe overindulgence!

This optional accessory allows The Yellow King Roleplaying Game GMs to quickly grab and dish out Injury cards during face-to-face play. Its card selection focuses on the sorts of harm most likely to occur in any investigation into reality-bending occult horror. Ideal for improvised scenarios or sudden swerves into unexpectedly dangerous territory. This deck assists GMs who prefer the tactile charms of a physical card you can plunk before players when their characters lose fights or run afoul of hazards.
Contains 76 cards, with 2 copies of each Minor Injury and 1 of each Major Injury, corresponding to a wide variety of heroically harmful situations. Includes those essential workhorses of the game, post-healing Secondary cards like “On the Mend” and “Precarious Recovery.” From the mild drowning of “Cough, Choke, Splutter” to the memorable agony of “Fearsome Gut Punch,” this deck contains more than enough smackdowns to keep your investigators reeling with adventurous consequence.

Each purchase of The Yellow King RPG from our website, or a bricks-and-mortar retailer, includes the following downloads:

  • PNG files of all Shock and Injury cards from the four core settings
  • PNG files of all Goal, Chit & Hit cards from the Aftermath setting
  • A PSD format blank template of the Shock, Injury, Goal, Chit & Hit cards
  • A GIMP format blank template of the Shock, Injury, Goal, Chit & Hit cards
  • PDF of the 76-card Basic Shock deck
  • PDF of the 76-card Basic Injury deck

Please note – both decks only include a selection of the most used cards, selected by Robin D. Laws, not a complete set of every card in the game.

If you’d like print versions of The Yellow King RPG Basic Shock & Basic Injury decks, you can get them from the links below:

US & Canada – buy the Basic Shock Deck from DriveThruRPG

US & Canada – buy the Basic Injury Deck from DriveThruRPG

Customers outside the US & Canada – buy the Basic Shock Deck from Pelgrane

Customers outside the US & Canada – buy the Basic Injury Deck from Pelgrane