Game Moderators seeing the Push rules in The Yellow King Roleplaying Game and now second edition Mutant City Blues sometimes ask how to import them into previous GUMSHOE games.

To recap how Pushes work, players get two of them per scenario. They can spend Pushes to gain non-informational benefits from their investigative abilities. For example:

  • A Painting Push lets you say that you had a work accepted to the group show at the haunted gallery.
  • A Reassurance Push allows you to calm a terrified witness, so that he follows your instructions and stays out of harm’s way.
  • With a Chemistry Push, you can synthesize an antidote to the venom of the snake that just bit your comrade.

Previous GUMSHOE games have you allocate a number of points to each ability. This gives you a pool of points, which you can spend to gain the same sorts of benefits. The GM decides whether a benefit costs 1, 2, or sometimes even 3 points.

To use Pushes in a GUMSHOE iteration with investigative points, convert scenarios as follows:

  • Some scenarios charge you for non-core clues—information that doesn’t lead you directly to another scene. Never require a Push for this. (In fact, I’d personally drop this entirely in any version of GUMSHOE, and always provide all information for free.)
  • When a benefit costs 1 point, provide it at no cost if the player suggests it unprompted.
  • Otherwise, when you see a 1-point spend listed in any scenario, and you think it would be useful or cool or otherwise gratifying enough to suggest to the player as a possibility, it costs 1 Push. If it seems marginally useful and not worth a Push, ignore it entirely.
  • Any benefits costing more than 1 point cost 1 Push.
  • If you think your players will find the benefit of a 2+ point spend overpriced, provide it for free (if asked) or let it go unmentioned.

A very small number of abilities in the crunchier GUMSHOE games, such as Ashen Stars, call for point spends to power particular effects. These probably require case-by-case design work to adapt to the Push rules. As a rule of thumb, a clearly useful special benefit either costs a Push or can be used at no cost, but only once per session.


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.

A sourcebook for The Yellow King Roleplaying Game

The Carcosans Are Coming

Have your Yellow King Roleplaying Game players grown complacent battling gargoyles, vampires, and riot dogs? Do you have a reality horror mystery crying out for a fresh and bizarre villain to drive it?

The Yellow King Bestiary solves your problems by helping you create some for your Belle Époque art students, Continental War soldiers, alternate reality ex-insurgents, and ordinary people trapped in unraveling normalcy.

From alien parasites to warped human conspirators, from hungry buildings to incarnations of drought, from gods torn from the pages of myth to war machines that hunt in wolf-like packs, The Yellow King Bestiary presents 86 new Foes to mystify, haunt and menace your investigators.

Throw icewater into your player’s veins with 100 brand new Shock and Injury cards. The book also includes all the preexisting cards you need to run these adversaries and beasties without reaching for any other volume.

Foe descriptions key themselves to one of the game’s four twisty sequences. Each entry also includes hooks inspiring you to repurpose the Foe in the other three settings.

With this book in your feverish hands, the investigators can:

  • Tremble in aesthetic unease when confronted by the Living Portrait!
  • Flee the blazing weapons fire of the Angel of Mons!
  • Shudder at the razor teeth of the hinge-jawed Flip-tops!
  • Open their apps to fall into the validating, concerned clutches of the Chirpers!
  • And much much more…

Whatever hole opens up in your reality today, an antagonist from The Yellow King Bestiary is ready to slither out of it, through your mind and into your heart.

Authors: John Harness, Kira Magrann, Sarah Saltiel, and Monica Valentinelli, with Daniel Kwan

Project Status: in copy-editing

Release Date: TBA

Status: in copy-editing

Release Date: TBA

In the latest episode of their temptingly powerful podcast, Ken and Robin talk cursed items, DELTA GREEN’s Bay of Pigs, blind French organists, and iridology.

In the latest episode of their cow-shaped podcast, Ken and Robin talk finding story in setting, Utopian architecture, a three-eyed Yellow King foe, and David Lynch’s Revenge of the Jedi.

If your Yellow King Roleplaying Game art students make it all the way to October 1895 unscathed, a dramatic news event awaits them. The Granville-Paris Express spectacularly crashes at 4 pm on the 22nd of October. According to history as it comes down to us, the driver enters the Montparnasse station too quickly and is unable to stop the engine. It rams through its buffer, continues on through the station, and plummets to the street below. It strikes and kills one pedestrian, the wife of a newspaper vendor. The wreck results in a famous photograph, here distorted by the cruel filters of Carcosa.

The investigators might be prompted to look into the crash after the fact, perhaps upon hearing rumors of strange masked figures cavorting in one of its six passenger coaches.

Or was a shipment containing multiple copies of a certain banned play concealed among the crates and parcels of its postal service car?

You may already be thinking that this choice squanders a perfectly good action climax. The player characters ought to be on the car, engaged in a desperate struggle against gargoyles, vampires or an ankou, when it blows into the station. Surely the driver and the guard who failed to operate the handbrake were under attack at the time. Perhaps with the diligent intervention of well-heeled young American artistes they might be spared the fines and, in the driver’s case, brief prison sentence, that faced them in non-made-up history. The court system can’t admit to the presence of monsters conjured up by Carcosan emanations, but an Officialdom Push could go a long way to get them off the hook on the quiet.

Another option: player characters are outside the station, down on the street, when the accident happens, and the derailment is an attack on them. In this version, they might pull the lone victim out of the way in time.Then all they have to do is figure out which of their Aldebaran-worshiping enemies would attempt to wipe them out in such an outlandish and theatrical manner.

Or is the supposed news vendor’s wife in fact an incarnation of Cassilda or Camilla? If so, it’s probably the other sister who tried to drop a locomotive on her.

In yet another version of this event, the player characters might be the ones taking over the train and using it to target one of the princesses. When dealing with the royalty of Hali you don’t want to take chances with a vehicle of lesser impact.

Whichever way you choose to go, it certainly would be a waste of a famous incident of 1895 Paris to do nothing at all with it.


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.

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.

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.

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.

A column about roleplaying

by Robin D. Laws

As more Yellow King Roleplaying Game scenarios appear, you’ll see single-use Injury and Shock cards keyed to their specific details.

These might refer to the entities that out the cards. Or they could require characters to interact with the particulars of the mystery in order to discard them.

Prepare in advance for scenarios you create by building scenario-specific cards.

For example, in my playtest of the This Is Normal Now sequence, a foe from the book, the fleeners (p. 46), had different Injury cards than canonical ones given in the book. Fleeners are irritatingly terrifying minion figures made of animated papier-mâché. With their keening cry of “fleener fleener fleener” they harass the enemies of their masters, inducing unease and reporting back to headquarters with supernatural senses.

In our series, they served a politician benefiting from Carcosan reality alteration. By the time the investigators discovered this, multiple investigators were wearing another aspect of his conspiracy, a sinister Fitbit-like device called an Urchin, on their wrists. In the game book, the Injury cards they dish out in combat need to fit any number of situations GMs might use them for. At my table, they could key into this other plot element, like so:

CLOGGED SINUSES

Injury

Non-lethal. -1 to all tests.

Discard when you fail a test by a margin of 1.

FLEENER EFFECT

Injury

-1 to Focus and Presence tests if any character in the current scene has expressed a view the fleeners’ master would agree with.

Discard by freeing yourself of an Urchin.

Clogged Sinuses reflects what happens when you fight a papier-mâché enemy: it falls into dust even if it beats you, creating a cloud of not entirely ordinary dust that gets literally up your nose.

Fleener Effect is an oddball example of an Injury that exacts a psychic toll. Events in the game had already established the extraordinary lengths characters had to go to to get Urchins off their wrists. Worse, if you receive the Fleener Effect and don’t have an Urchin already on you, you have to acquire one, put it on, exposing yourself to its various ill-effects, and then get it off again, in order to discard the card.

Or you can wait until the end of the scenario and discard it then, as it is not a Continuity card.

Tying cards into ongoing sources of fear in your game gives them an extra frisson. The awful cries of foxes became a motif in my game. Now that I look back on it I wonder why I didn’t incorporate them into a card effect. So many ways to unnerve the group, so little time…

When tying a discard condition into specific story events, ensure that the condition can be achieved. You want the player holding the card to feel pressured, but not entirely forced, to make the attempt. Focus on actions that are risky or hard to achieve, but that they might want to perform even without the card. In this example, getting rid of an Urchin is a good thing in its own right.

Players simply resign themselves to the risk of holding onto a card, and its ill consequence, if you attach too unpleasant or challenging a discard condition to it. A card that gives them the option of, say, killing a particular innocent GMC, feels too much like a force.

Here’s an unfairly manipulative version of a custom card:

MURDEROUS THOUGHTS

Shock

-2 to Focus tests.

Discard by killing sweet Sally Murdoch.

The fear of turning evil is a horror staple and within bounds, but your custom card should invoke it without nakedly jerking the player around. Instead you might consider a choice the character which, though queasy, the character can recover from:

MURDEROUS THOUGHTS

Shock

-2 to Focus tests.

Discard by confessing your unwelcome homicidal impulses to a therapist, authority figure, or Sally Murdoch herself.

When using discard effects to nudge players further into the story, couch the condition vaguely. This allows players to think they’ve cleverly solved a problem. Overly clear descriptions risk the feeling that players must pixel-bitch their way to one predetermined cut scene. Perhaps include a couple of possible scenes that fulfill the conditions.

Like so:

CAGED

Shock

Lose 1 Health and 1 Composure at 6 AM each day (world time.)

Discard when you escape, taking a wrongly convicted prisoner with you.

This version might seem too restrictive:

CAGED

Shock

Lose 1 Health and 1 Composure at 6 AM each day (world time.)

Discard when you escape, taking Albert Chen with you.

Or it might work fine, especially if the players are already thinking of rescuing Albert by the time the card appears. That way the discard registers as a bonus incentive toward an existing goal, not a hoop to reluctantly jump through.

Create your own custom cards with these templates, formatted for Adobe Photoshop and the open source GIMP image editor:

For licensing reasons we can’t supply fonts. The card header is a Garamond font, which you probably already have in some form. You’ll want to play around with the size, based on your specific version of the font, and the length of each card title. My version has it a default of point size 32. The body text is P22 Mayflower Smooth, by default at point 22 in this template.


 

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.

If your players like to learn stuff from videos, they can now learn how to create characters for the Yellow King Roleplaying Game. Send them to our first video tutorial!


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.

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