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
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.
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.
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.
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.
-1 to all tests.
Discard when you discard another Injury card, or after an hour (table time.)
DOWN FOR THE COUNT
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.
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.