Climactic Doom in The Yellow King Roleplaying Game

As addressed in an earlier piece, you may want to deploy a nastier set of Shock and Injury cards when playing The Yellow King Roleplaying Game in one-shot format.

The cards mentioned there give you a steeper doom spiral. But some con games may tick along safely until the very last moment, where dramatic necessity demands less of a spiral than a precipitous drop from unharmed to smeared across the streets of Paris. (Or the battlefield, or post-revolutionary New York, or in your neighborhood.)

This will most often happen when you as GM do your subtle and not-so-subtle best to steer the investigators from final annihilation, but the players follow their hearts and charge in headlong, warnings be damned.

When this happened in a con run I GMed last spring, I improvised my way to a result that provided the 50% party kill story logic decreed.

(Long story short: half the group decided to attack the Carcosan doppelgangers who had engineered their participation in the publication of the play. The other half decided to abstain. I pointed out what a big disadvantage this would put the fighting characters in. They remained undeterred. Not because they were foolish, but because it was the fun and fitting thing to do.)

Imposing an enormous Challenge rating to compensate for their unspent Fighting points was the easy part.

When you find yourself in this situation, you can improvise the requisite sudden deaths. But you might want cards to prove that you’re doing it within the rules. Which is what you’ll be doing, when you deal out the cards below.

BRINK OF DOOM

Injury

-2 to all tests.

The next Shock or Injury card you receive becomes your Final Card.

CLIMACTIC DOOM

Injury

Counts as your Final Card.

You are dead. Surviving PCs might take advantage of shattered reality to restore your the ability to speak and move. Even so, you’re still dead and leave play at end of scenario.

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