As previously mentioned, I’ve been running Canadian Shield, my lighthearted Fall of DELTA GREEN riff, with QuickShock rules. This lets me find gaps in The Yellow King Roleplaying Game card set to rectify here on the Pelgrane blog.

Recently, an investigator’s careless words to a vengeful ghost resulted in an attack on an innocent person, who lost decades from his life to its premature aging power.

Paging through my folder of Shocks, I saw that the cards relating to shame and guilt in The Yellow King Roleplaying Game are all highly tuned to their circumstances. The most obvious candidates refer to the Morale ability, which appears only in The Wars and Aftermath.

Specificity of effect is a good thing, but it does leave room for more generic cards around this theme. After all, what typical group of player characters isn’t constantly pulling skeevy stuff that their fictional counterparts in other media would probably have to confront and possibly be altered by?

This card pair should cover most of the moral corners player characters tend to cut. As usual, the Minor card appears first and the Minor second.

RATHER THOUGHTLESS

Shock

-1 to Presence tests.

Discard with a gesture of amends to the person you harmed.

CAN’T LOOK AT YOURSELF

Shock

-1 to Presence tests.

If in hand at end of scenario, roll a die. Odd: becomes a Continuity card.

Discard with an act of self-sacrifice commensurate with your offense.


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.

Among the reasons for running my light-hearted Fall of DELTA GREEN home variant with QuickShock rules: I can share custom cards I create for it here with you.

In the first scenario, intrepid agents of the Dominion Bureau of Research, an unacknowledged Canadian spy outfit, tracked a mole in the Avro Arrow plant in Malton, ON. Before they could figure out whether he had reestablished contact with a new Soviet handler, they found him melted to goo on the floor of his Kensington Market rooming house.

The possibility existed that they too would find themselves on the receiving end of a MAJESTIC melting ray. Due to their admirable caution in confronting this newly discovered adversary, they skirted this fate and, with it, the following QuickShock Injury cards.

The Minor card suggests an indirect hit from a heatless melting ray that works by breaking down cellular walls. The Major card comes with a direct hit, one that potentially touches off a cellular cascade that turns the victim to goo at scenario’s end.

MELT SCAR

Injury

-1 to Focus tests.

MELTED FLESH

Injury

Gain 2 Health when you receive this card. Lose 2 Health on any failed Physical test. If Health ever drops to 0, and this card is still in hand at end of scenario, you die.

Discard by finding the cure.

In The Yellow King Roleplaying Game, this is exactly the sort of sinister technology that might have gone missing from Castaigne regime armories during the revolution depicted in Aftermath. In This is Normal Now, the melt ray could be wielded by scientists developing technologies they believe to come from a crashed UFO access, but are really of Carcosan origin.


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.