Converting Gumshoe QuickShock rules to Night’s Black Agents
October 19, 2025 ・ Rpg
For my regular group I’ve been running Night’s Black Agents, a TTRPG in which players are cinematic hyper-competent agents who are fighting a terrible conspiracy which happens to be… vampires. Think Bourne, with vampires. Or Bond, with vampires. Or Mission Impossible, with etc.
Specifically, we’re playing the Dracula Dossier campaign, which supposes that Bram Stoker’s classic novel is actually an after-action report on an ill-fated attempt by British naval intelligence to recruit Dracula. In the game’s present-day setting, Dracula is still around and causing havoc that the agents must foil, once and for all. The book is incredible: 350 pages of Dracula supposition and imagination drenched in contemporary spy paranoia.
It’s a lot of fun and its system, Gumshoe, has been interesting to learn. Gumshoe’s USP is about investigation: whenever a player tries to find a clue with an owned ability, they succeed. No roll, no uncertainty: the info is theirs. This gives investigations real forward motion, never getting stuck behind a failed skill-check. Another great feature is Night’s Black Agents’ campaign design, which gives the players freedom to follow any lead that interests them, and gives GMs a suite of tools to maintain pressure from the vampire conspiracy and to ensure the players are constantly progressing towards the centre of that conspiracy.
One thing that hasn’t been working, however, is Night’s Black Agents’ somewhat crunchy old-style combat, in which players and enemies take turns to roll attacks against each other, chipping health away. There’s nothing wrong with it — it delivers some clever thriller genre nuances and it’s a lot simpler than, say, D&D — but as a group we typically play Blades in the Dark and other expressionistic Powered by the Apocalypse-derived indie TTRPGs, and we weren’t investing ourselves in it.
Then I came across QuickShock, which Gumshoe’s original designer, Robin Laws, developed for the most recent Gumshoe game, The Yellow King RPG. QuickShock completely upends fighting, health and other systems, replacing them with a single round of player-facing Gumshoe-style rolls and a huge set of cards that give players physical and mental injuries that affect play. The cards are very flavourful and rich, in their names (“Existence is a Meat-Grinder”, “It’s a Miracle You’re Alive”); in their effects on the character; and in how the character recovers from them — so much more so than losing health points and asking for a Medic check to restore them.
And amazingly, publisher Pelgrane added the The Yellow King RPG’s rules, including its cards, to Gumshoe’s SRD, which allows anyone to share and adapt them. So I did. Here’s my attempt for Night’s Black Agents.
If you’ve done a similar adaptation, or if you use mine, I’d love to hear about your experiences — contact details below!
Pools and Points
A big challenge was tweaking the number of points each character has, because QuickShock handles a few things differently.
Investigative abilities
One issue was Investigative abilities, because QuickShock removes Investigative point pools. Instead, twice per session a player can “push” a use of an Investigative ability to gain extra effect. We’re finding this provides more tension and interesting choice, but how many abilities should each player have?
I settled for making sure someone has every ability plus overlaps, certainly for the abilities players get for free — Tradecraft, Network and Cover — and also for Notice, plus a couple more for choice. So across all 40 Investigative abilities, my three players have 16 each.
General abilities
Here I had to account for the way QuickShock has a single combat ability, Fighting. This replaces Night’s Black Agents’ Shooting, Hand-to-Hand and Weapons. Because each fight only requires one spend from Fighting per player, I think ratings should be kept relatively low — the character in our group with the most only has 6.
I also had to account for the way Stability and Health pools are no longer soaks for damage, so their ratings should be lower than in the original game. Honestly, I did this by feel, giving the three players 66 points to spend across the General abilities. Seems to work?
Then, because injury and shock cards sometimes affect a bracket of General abilities (Focus, Physical and Presence) I had to divide Night’s Black Agents’ into those brackets, using The Yellow King RPG as a base:
| Focus | Physical | Presence |
|---|---|---|
| Conceal | Athletics | Cover |
| Digital Intrusion | Driving | Disguise |
| Explosive Devices | Fighting | Gambling |
| Filch | Health | Network |
| Mechanics | Infiltration | Preparedness |
| Medic | Piloting | Sense Trouble |
| Surveillance | Shrink | |
| Stability |
Spending XP
The SRD includes rules for how XP is spent, but I had to account for how Nights Black Agents uses XP to restore Cover and Network pools. Here’s my adaptation:
- A new Investigative or General ability: 2 XP
- Add to rating of existing General ability: 1 XP per point
- Refresh Contacts and Network: 1 XP restores two points
Shock and Injury Cards
A big job was to figure out which cards to actually use for Nights Black Agents. The hundreds of cards listed in the SRD are specifically for The Yellow King RPG and many relate to its setting and situations. The tables below set out the titles of all the cards I chose. Note that I tweaked some of the titles.
Hazard table
The hazards are picked out from the SRD based on the kinds of trouble that Night’s Black Agents would get into.
| Hazard | Diff | Ability | Minor Effect | Major Effect |
|---|---|---|---|---|
| Cobra Strike | 4 | Athletics | Snakebit | Deadly Venom |
| Drinking (Moderate) | 4 | Health | Tipsy | Intoxicated |
| Drowning | 4 | Athletics | Cough, Choke, Sputter | Lungful of Water |
| Escape Burning Building | 4 | Athletics | Singed | Burned |
| Exploding Bomb | 4 | Athletics | Thrown Free of the Explosion | In the Blast Radius |
| Flying Debris | 4 | Athletics | Something in Your Eye | Puncture Wound |
| Food Poisoning | 4 | Health | Stay by the Water Closet | Ructious Innards |
| Leap From Second Story Window | 4 | Athletics | Hard Landing | Turned Ankle |
| Roughed Up While Helpless | 4 | Health | It Looks Worse Than It Is | Broken Fingers |
| Sea Sickness | 4 | Health | Woozy | Poseidon’s Wrath |
| Sniper Fire | 4 | Athletics | Grazed | Shot |
| Thrown Rock | 4 | Athletics | Abrasion | Concussion |
| Toxin | 4 | Health | Mostly Resistant | Find the Antidote |
| Crushing Hazard | 5 | Athletics | Contused | Crushed |
| Angry Mob Sets Upon You | 5 | Athletics | Black and Blue | Badly Beaten |
| Severe Exposure | 5 | Health | Warm Blanket Needed | Ravaged By the Elements |
| Smoke Inhalation | 5 | Health | Lingering Cough | Scarred Lungs |
| Tortured | 5 | Health | Through the Ringer | Breaking Point |
| Leap Between Rooftops | 6 | Athletics | Hard Landing | Fall to Street Level |
| Fall From Great Height | 7 | Athletics | It’s a Miracle You’re Alive | Massive Injuries |
| Drinking (Heavy) | 8 | Health | Tipsy | Intoxicated |
| Exposure to Parasites | 4 | Health | Unwell | Dysentery |
| Hunger | 4 | Health | Hunger | Respiratory Failure |
| Hypothermia | 4 | Health | Confusion | Gangrene |
| Machine Gun Fire | 4 | Athletics | Bruised While Taking Cover | Sprayed |
| Marched Past Endurance | 4 | Health | Winded | Exhausted |
| Mortar Fire | 4 | Athletics | Ringing Ears | Hurled and Scorched |
| Poison Gas | 4 | Health | Light-Headed | Lung Damage |
| Sleep Deprivation | 4 | Health | Bleary | Dead on Your Feet |
| Small Arms Fire | 4 | Athletics | Bruised While Taking Cover | Through and Through |
| Sunstroke | 4 | Health | Light-Headed | Rapid Heartbeat |
| Thirst | 4 | Health | Agony of Thirst | Kidney Failure |
| Tumble Down a Hillside | 4 | Athletics | Scuffed Up | Torn Ligament |
| Rifle Fire | 5 | Athletics | Bruised While Taking Cover | Rifle Hit |
| Flame Thrower | 5 | Athletics | Burned | Roasted |
| Grenade | 4 | Athletics | Light Shrapnel | Grenade |
| Lightning | 5 | Health | Electric Bolt | Lightning Bolt |
Shock table
The difficulty number is based on the stability loss value from the original table, with some tweaking.
| Situation | Diff | Minor Shock | Major Shock |
|---|---|---|---|
| You see a fresh corpse; you witness a killing | 3 | Unease | Dread |
| A human opponent attacks you with evident intent to do serious harm | 3 | Close Call | Edgy |
| You experience a strong unnatural sensation such as intense déjà vu or hallucinations | 3 | Butterflies | Collywobbles |
| You witness acts of torture | 4 | Appalled | A Dish Served Cold |
| A human opponent attacks you with evident intent to kill | 4 | Rattled | A Diverting Indiscretion Will Put This In Perspective |
| You kill someone in a fight | 4 | A Touch of the Shakes | An Image Seared in the Mind |
| You see a particularly grisly murder or accident scene | 4 | The Shudders | Shaken |
| You see a supernatural creature from a distance | 4 | Close Call | Edgy |
| You witness an obviously unnatural, but not necessarily threatening, omen or magical effect — a wall covered in horrible insects, a talking cat, or a bleeding window | 4 | Must Have Been a Hallucination | Reality Collapse |
| You learn that one of your Network contacts has been violently killed | 4 | Rueful | Self-Reproachful |
| You see hundreds of corpses; you witness a large battle | 4 | Witness to Carnage | Existence is a Meat-Grinder |
| You see a supernatural creature up close | 5 | Haunted | Rationality’s Cruel Veil |
| You spend a week in solitary confinement | 5 | Unnerved | Agitated |
| You learn that a friend, loved one, or Source of Stability has been violently killed | 5 | Stunned and Saddened | Waves of Grief |
| You discover the corpse of one of your Network contacts | 5 | The Price of Failure | A Morbid Scene |
| You discover the corpse of a friend, loved one, or Source of Stability | 6 | I Should Have Prevented This | Spiral Into Violence |
| You are attacked by a supernatural creature, or by a friend, loved one, or Source of Stability | 6 | What th—? | World Gone Mad |
| You witness a clearly supernatural or impossible killing | 6 | A Beastly Sight | If Only You Could Forget |
| You witness or experience an obviously unnatural, and threatening, omen or magical effect — a cold hand clutches your heart, a swarm of bees pours out of your mouth | 6 | Alarming Vision | Ghastly Vision |
| You kill someone in cold blood; you torture someone | 6 | A Crossed Line | Out of Control |
| You see one of your Network contacts killed | 6 | Twinge | Spasm of Guilt |
| You see a friend, loved one, or Source of Stability killed | 7 | Primal Outrage | Primal Bloodlust |
| You are tortured for an hour or longer | 7 | Grim Flashback | You Know You Broke |
| You discover that you have committed cannibalism | 7 | Tastes Like Chicken | A Crossed Line |
| You are possessed by some outside force, but conscious while it operates your body unspeakably | 8 | Influence | Violent Impulse |
| You speak with someone you know well who you know to be dead | 8 | Haunted | Profaned Memories |
| You are attacked by a single gigantic supernatural creature or by a horde of supernatural creatures | 8 | River of Blood | Ocean of Blood |
| You see a friend, loved one, or Source of Stability killed in a particularly gruesome manner or in a way you are helpless to avert | 8 | Hollow Promise | Resounding Failure |
| You kill a friend, loved one, or Source of Stability | 9 | No Blood More Cold | Atrocity |
Enemies
This is a cut-down list of The Yellow King RPG’s enemies, with the removal of some bits and pieces that aren’t relevant for Night’s Black Agents and the addition of vampire types. I could add more and probably will when the time comes. Each enemy also needs other stats, primarily:
- Alertness modifier
- Stealth modifier
- Aberrance / General abilities for use outside full combat
Basic weapons
Use these for fighting a group of mismatched enemies. (First card Minor; second Major.)
- Unarmed: Bruised / Battered
- Knife: Nicked / Stabbed
- Blunt Instrument: Seeing Stars / Dented Skull
- Sword/Other Large Blade: Superficial Laceration / Run Through
- Gun: Barely a Scratch / Bullet Wound
Civilians
With a Gun
A seemingly innocuous person suddenly draws a pistol from the desk drawer and fires it. The gun-wielding civilian probably won’t try this when facing more than two opponents, as the prospect of being eventually overwhelmed, disarmed, and arrested becomes a certainty.
- Numbers: 1
- Difficulty: Weak (Escape 2, Other 3, Kill 3)
- Difficulty Adjustments: -1 for each PC present after the first (penalties for fighting at less than full strength do not apply)
- Toll: 0
- Injuries, Minor and Major: Not a Significant Bullet / Shot
With a Knife
As above, but less bang bang, more stab stab.
- Numbers: 1
- Difficulty: Weak (Escape 2, Other 3, Kill 3)
- Difficulty Adjustments: -1 if character is not surprised by the attack; -1 for each PC present after the first (penalties for fighting at less than full strength do not apply)
- Toll: 0
- Injuries, Minor and Major: Laceration / Flesh Wound
Hoodlums
Full of fight and low on brains, untrained brawlers like these infest decaying neighborhoods in any timeframe or reality you care to name.
- Numbers: Number of characters, plus 2
- Difficulty: Weak (Escape 1, Other 3, Kill 4)
- Adjust to Other Sequences: Drop Escape by 1; increase Kill by 1
- Difficulty Adjustments: +1 if agents are drunk
- Toll: 0
- Injuries, Minor and Major: You Should See the Other Fellow / Concussion
Police
These trained police officers outnumber the player character combatants and are more than ready to show that they’ve always deserved their reputation for toughness.
- Numbers: Number of characters × 2
- Difficulty: Superior (Escape 2, Other 4, Kill 6)
- Difficulty Adjustments: +1 if agents are drunk,
- Toll: 1
- Injuries, Minor and Major: Basic weapons
Enemy Soldiers and Operatives
For small-scale engagements where the individual skills of combatants determine whether the battlin’ agents live or die, use these foe profiles.
Hapless
- Numbers: Less than party
- Difficulty: Weak (Escape 2, Other 2, Kill 2)
- Difficulty Adjustments: -1 if surprised; +1 if attacking with surprise
- Toll: 0
- Injuries, Minor and Major: Laceration / Flesh Wound
Outnumbered but Determined
- Numbers: Less than party
- Difficulty: Tough but Outmatched (Escape 2, Other 4, Kill 3)
- Difficulty Adjustments: -1 if surprised; +1 if attacking with surprise
- Toll: 0
- Injuries, Minor and Major: Barely a Scratch / Bullet Wound
Equally Capable
- Numbers: Same as party
- Difficulty: Evenly Matched (Escape 3, Other 5, Kill 4)
- Difficulty Adjustments: -1 if surprised; +1 if attacking with surprise
- Toll: 1
- Injuries, Minor and Major: Barely a Scratch / Bullet Wound
Elite
- Numbers: Party + 50% (round up)
- Difficulty: Superior (Escape 4, Other 5, Kill 4)
- Difficulty Adjustments: -1 if surprised; +1 if attacking with surprise
- Toll: 2/4
- Tags: Mundane
- Injuries, Minor and Major: Gash / Bullet Wound
Vampires
Jack
Use this for humans using the Seward’s Serum.
- Numbers: Half the number of characters, or 1, whichever is higher
- Difficulty: Superior (Escape 2, Other 4, Kill 6)
- Difficulty Adjustments: Sunlight -1
- Toll: 1
- Injuries, Minor and Major: Basic weapons
Ferals
Use these as your flock of recently turned, ferocious but inexperienced bloodsuckers. Their supernatural nature only becomes apparent if provoked to bare their teeth.
- Numbers: 2 fewer than the group (unless this results in 0 vampires, in which case it’s 1 vampire)
- Difficulty: Evenly Matched (Escape 3, Other 5, Kill 4)
- Difficulty Adjustments: Choose one or two standard vampire vulnerabilities (crosses, garlic, fire) and one oddball one; -1 for PCs using at least one of these measures
- Toll: 1
- Injuries, Minor and Major: Scratched / Throat Punctures
Legendary
AKA Dracula. If it makes eye contact with a character, it can issue a simple verbal instruction which must be obeyed if the character fails a Stability test. Commands that clearly threaten the life of the victim test against a Difficulty of 8. A command that clearly threatens the life of another PC or an innocent the victim has reason to sympathize with faces a Difficulty of 6. Otherwise the Difficulty is 4. Each time a character succeeds in resisting a vampire’s command, the Difficulty of resisting further commands from any vampire during that scenario decreases by 1, for the duration of the scenario. Legendary vampires didn’t get that way by being stupid and will generally tailor their commands so that they are likely to be obeyed.
- Numbers: 1
- Difficulty: Overwhelming (Escape 4, Other 7, Kill 8)
- Difficulty Adjustments: +5 if agents are fighting to Kill or Render Helpless but have not investigated sufficiently to know the special means required to dispatch it (stake through the heart, silver bullets, decapitation, or what have you; otherwise, on a kill result, it appears to have been destroyed but then reforms, angry and ready for vengeance. +2 if agents have tried to kill it before and failed.
- Toll: 3
- Shocks, Minor and Major: Enrapturing Bite / Vampiric Death Strike
Solitary
Use this vampire when you need a single, moderately powerful example of the breed.
- Numbers: 1
- Difficulty: Vastly Superior (Escape 3, Other 6, Kill 7)
- Difficulty Adjustments: Choose one or two standard vampire vulnerabilities (crosses, garlic, fire) and one oddball one; +1 for PCs failing to use at least one of these precautions
- Toll: 2
- Injuries, Minor and Major: Intoxicating Bite / Throat Punctures
Mesmerist Vampire
A vampire with strong Mesmerist powers.
- Numbers: 1
- Difficulty: Vastly Superior (Escape 3, Other 5, Kill 6)
- Difficulty Adjustments: -1 if you previously succeeded at a Stability test to resist its mental influence.
- Toll: 2
- Shocks, Minor and Major: Brain Fever / Shown Your Own Horrific Death
- Injuries, Minor and Major: Scratched / Throat Punctures
Renfield
A human with will broken and abilities raised by a powerful vampire.
- Numbers: 1
- Difficulty: Evenly Matched (Escape 3, Other 4, Kill 5)
- Toll: 1
- Injuries, Minor and Major: Basic weapons
Animals
Dogs
Use this foe profile either for trained guard dogs or fierce feral dogs willing to attack humans.
- Numbers: Two to three times the number of PCs
- Difficulty: Weak (Escape 1, Other 3, Kill 4)
- Difficulty Adjustments: -2 on an Outdoor Survival Push
- Toll: 0
- Injuries, Minor and Major: The Atavistic Terror of an Animal Attack / Bitten
Swarm
When countless vermin animals die together, they form a swarm, a rolling carpet or cloud of distorted, quasi-substantial fur, claws, and teeth. May include rats, snakes, weasels, dogs, centipedes, birds, and bats.
- Numbers: 1
- Difficulty: Tough but Outmatched (Escape 2, Other 4, Kill 3)
- Difficulty Adjustments: +1 if anyone dismissed the possibility of a few tiny creatures doing any real harm
- Toll: 0
- Injuries, Minor and Major: Microscopic Wounds / Cell Damage
QuickShock and Foundry VTT
We’re using the virtual tabletop Foundry to run the game. Foundry’s Gumshoe system already supports QuickShock, which is FANTASTIC, and an existing game can just be converted to it by tweaking a few settings using the instructions here. This was pretty smooth, but had to remake all the player characters and tweaked the NPC settings because most stats are not longer needed.
Then I set to the biggest task: creating all the shock and injury cards, which meant copying (and slightly adapting) the SRD text into Foundry.
Special bonus! Here are Foundry compendium JSON files for all the cards I’ve added to Foundry that you can import into your own game.