See P. XX
a column about roleplaying
by Robin D. Laws
Should you decide to play The Yellow King Roleplaying Game using the baseline version of GUMSHOE found in previous games, such as Trail of Cthulhu, Night’s Black Agents, or The Esoterrorists, you’ll want to translate its Foe stats.
You might also decide to snag YKRPG creatures to mess with investigators from another game, and need to perform the same maneuver.
Here’s a guide to doing that, but first, standard disclaimers apply.
In no version of GUMSHOE are creatures designed according to a formula or template. They always require eyeballing and adjustment as you move from initial conception to finished set of game statistics.
Never let the rough number ranges here take precedence over what you think makes sense for a creature.
Also remember that you can always increase the threat represented by a particular monster up or down by creating situational factors that confer advantage or disadvantage on the PCs in the particular fight you want to stage.
Difficulty Modifiers in QuickShock make this explicit, also highlighting ways that information gathered by the PCs can assist them when the story gets to the fighty bit. This is a concept you can easily steal for baseline GUMSHOE, as Difficulty modifiers exist in that game, even though they don’t appear directly in the foe descriptions.
When converting, use the foe’s Relative Challenge as a rough benchmark for the range of stats it might have in baseline GUMSHOE.
Some games split use more combat abilities than the other. For this purpose we’ll use “Main Fighting” and “Secondary Fighting” as placeholders for Scuffling, Shooting, Weapons and the like. Assign them as needed for the theme of your creature and your game’s genre.
You’ll have to assign Stealth and Alertness modifiers to QuickShock creatures, which do not include those numbers. Use the theme of the creature to decide how easy it is to sneak up on the creature, and how easily it sneaks up on others.
Glance at the Injury cards a creature dishes out, as sometimes an otherwise unimpressive enemy comes with cards nastier than you’d expect, which you’ll want to take into account when assigning Weapon damages. In the case of exotic attacks with lingering effects, use the card text as inspiration for special attack details. You may wish to steal these from existing standard GUMSHOE creatures, finding one that plays the same sort of trick.
Hit Threshold is as much a factor of creature size or other descriptive qualities as a matter of strict progression up a ladder of menace. A gigantic but formidable creature might have a Hit Threshold of 2; a small and weak one, like Lovecraft’s Brown Jenkin, might be hard to hit.
Once you’ve finished, eyeball the results and fix any number that seems oddly high or low given the concept of the creature.
Anyone with sufficient time on their hands to backwards-engineer the conversion kits from standard to QuickShock GUMSHOE will spot instances where I moved a creature into a different Challenge ranking for YKRPG than a literal reading of its standard stats would call for. When it comes to creature conversions between any two systems, theme should always win.
Weak
Athletics 4-9, Health 2-4, Main Fighting 5-7, Secondary Fighting 3-5
Hit Threshold 3
Weapon -2 to -2
Armor 0-1
Tough but Outmatched
Athletics 6-8, Health 6-10, Main Fighting 7-16, Secondary Fighting 6-10
Hit Threshold 4
Weapon -1 to 1
Armor 1-2
Evenly Matched
Athletics 9-12, Health 7-9, Main Fighting 9-12, Secondary Fighting 5-7
Hit Threshold 4-5
Weapon -1 to 3
Armor 1-3
Superior
Athletics 7-12, Health 8-18, Main Fighting 13-20, Secondary Fighting 7-9
Hit Threshold 3-4
Weapon 2-5
Armor 2-5
Vastly Superior
Athletics 10-30, Health 14-21, Main Fighting 18-28, Secondary Fighting 13-23
Hit Threshold 3- 4
Weapon 2-4
Armor 3-5
Overwhelming
Athletics 18-36, Health 32-40, Main Fighting 23-27, Secondary Fighting 18-22
Hit Threshold 2-4
Weapon 4-12
Armor 4-12
Too Awful to Contemplate
Athletics 30-50, Health 30-50, Main Fighting 28-32, Secondary Fighting 22-27
Hit Threshold 2-6
Weapon 5-12
Armor 4-12
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.