Hardcover, 247 pages
English language
Published by Pelgrane Press.
Hardcover, 247 pages
English language
Published by Pelgrane Press.
In the first installment of The Yellow King Roleplaying Game, the mind-bending influence of Carcosa, a malign alien realm described in a classic cycle of horror tales by Robert W. Chambers, permeates the night-time streets of Belle Époque Paris.
It is 1895, and you, a close-knit band of American art students, wish only to learn your craft, soak in the greatness of the masters, attend the occasional costumed ball, and submit to the tipsy whirl of Parisian revelry.
But when you stumble across a sinister play that alters perceptions, shifts realities, and summons the uncanny, you can't help but investigate a hidden world of menace and danger.
This book contains:
• All the GUMSHOE rules you need to play the game in the new, streamlined version we call QuickShock.
• A guide to Paris life. From the champagne fizz of Montmartre to the slashing knives of the Quartier Pigalle, …
In the first installment of The Yellow King Roleplaying Game, the mind-bending influence of Carcosa, a malign alien realm described in a classic cycle of horror tales by Robert W. Chambers, permeates the night-time streets of Belle Époque Paris.
It is 1895, and you, a close-knit band of American art students, wish only to learn your craft, soak in the greatness of the masters, attend the occasional costumed ball, and submit to the tipsy whirl of Parisian revelry.
But when you stumble across a sinister play that alters perceptions, shifts realities, and summons the uncanny, you can't help but investigate a hidden world of menace and danger.
This book contains:
• All the GUMSHOE rules you need to play the game in the new, streamlined version we call QuickShock.
• A guide to Paris life. From the champagne fizz of Montmartre to the slashing knives of the Quartier Pigalle, you find witnesses in its taverns, revealing documents in its libraries, and darkness in its fabled catacombs.
• Famed personages to aid or impede your occult mission. Drink with Toulouse-Lautrec. Trade backstage secrets with Sarah Bernhardt. Borrow a fistful of radium from Marie Curie.
• Foes, unnatural and otherwise. Trade barbs with legendary vampires, scientific theories with mad experimenters, and bruising blows with walking corpses.
• GM tools to guide anything from a terrifying one-shot to a massively interwoven story arc.
• A complete sample adventure, "Ghost of the Garnier". Don your formal attire!
• A full complement of Shock and Injury cards to mark the mental and physical costs of your struggle against the dreaded King in Yellow.