CREATING AN INVESTIGATOR

In Liminal Horror, players assume the role of Investigators, otherwise normal people caught up in mysteries that threaten to end their lives or break them down and change them. Investigators are the type of folk who have the drive and resolve to keep pushing forward in the face of unspeakable horrors. They might be searching for answers, trying to save a friend, looking for Resonant Artifacts, or simply trying to live to see another day.

For the tables on the following pages, roll to select options at random or choose favorites. You may also work with your Facilitator to create custom alternatives.

There is an online perchance generator available to quickly create an Investigator on the fly. https://perchance.org/liminal-horror-investigator-character-generator

1. ATTRIBUTES

Roll 3d6 for each Attribute, in order. You may swap any two results. Attributes represent your Investigator’s ability to act under pressure.

  • STRENGTH (STR): Physicality, brawn, and toughness.
  • DEXTERITY (DEX): Readiness, grace, and precision.
  • CONTROL (CTRL): Willpower, charm, and weird.

2. HIT PROTECTION

Roll 1d6 to determine starting Hit Protection (HP). This represents an Investigator’s ability to avoid serious harm, both physical damage and Stress.

3. STARTING INVENTORY

Each Investigator begins with a smartphone (camera, flashlight, etc.) and 1d6 x 100 cash. Additional starting equipment is provided through Backgrounds or Archetypes. Many of these items can be used as a weapon if needed, for d6 damage. Players may also use their cash to purchase items from the Equipment List. It is assumed that Investigators have a backpack, purse, or cargo pants to store their gear, giving them a total of ten inventory slots. See Inventory for how to keep track of these items.

4. BACKGROUNDS & ARCHETYPES

Roll or choose a Backgrounds or Archetypes.

Backgrounds are the default starting point for new Investigators. They represent a basic profession, skill, or point of interest to provide a starting context for a character, and include several related starting items. Beyond that, they are a blank slate to build off of.

Archetypes are expanded Backgrounds, providing a more robust characterization to start with by including a glimpse at an Investigator’s history and clues to their personal goals. Archetypes are useful when you’re looking to quickly get into the action, such as one-shots or short arcs, or when you want to lean into specific thematic touchstones. Twelve Archetypes are provided, with additional available in the official modules or in the Deluxe Edition -Appendix: Archetypes (p. x).

5. FINISHING UP

Give your Investigator a name and pronouns and you’re ready to dive in. For additional elements to flesh out your character, see Optional Investigator Details.

BACKGROUNDS

Background / Starting Equipment Bundle

  1. Actor: Audition binder, portable charging brick, spare cosmetic supplies, change of clothes.
  2. Administrative Assistant: Extensive contacts, corporate credit card, expandable briefcase, taser (d6, nonlethal).
  3. Amature Photographer: Digital camera, tripod, laptop, telescoping lens.
  4. Animal Control: Bite proof gloves (+1 Armor), throw net, steel catch pole.
  5. Artist: Artistic tool of choice, notebook, camera, small but passionate fan base.
  6. Athlete: Sports equipment of choice, sweatband, powdered sports drink.
  7. Backpacker: Headlamp, backpack, stove and gas, bear mace (d6 DEX), rope.
  8. Baker: Notebook with recipes, rolling pin, serrated bread knife, flour.
  9. Barber: Straight razor, scissors, hand mirror, disinfectant solution.
  10. Bartender: Winekey (d6), bottle of liquor, cigarettes, confiscated fake IDs.
  11. Bicycle Courier: Bike, helmet (+1 Armor), messenger bag, unopened package, multitool.
  12. Bodybuilder: Weight belt, lifting straps, gym bag, resistance band, pre-workout supplement.
  13. Bus Driver: Lunchbox, comprehensive road map, taser (d6, nonlethal).
  14. Carpenter: Hammer, nail gun, small woodworking tool set, pencils.
  15. Contractor: Stocked toolbelt, utility knife (d6), heavy duty flashlight, drill.
  16. Cook: Blue tape, chef’s knife, leather apron (+1 Armor).
  17. Electrician: Crescent wrench, cable cutters, hammer, flashlight.
  18. Electronics Technician: Screwdriver set, pliers, rotary tool set, coping saw.
  19. Emergency Medical Technician (EMT): Medkit, trauma shears, stethoscope, WAG bag.
  20. Engineer: Laptop w/ design software, waterproof field notebook, wireless router, seldom used PPE.
  21. Factory Worker: Industrial apron (+1 Armor), safety harness, thermos.
  22. Fisher: Rod and reel, tackle box, filet knife, pliers.
  23. Garbage Collector: Cut resistant gloves (+1 Armor), hi-vis vest, reach extender, safety glasses.
  24. Gardener: Pickup truck, spade, multi-tool, hat, garden fork.
  25. Hunter: Binoculars, flashlight, knife, bone saw, rifle (d8, bulky, loud), trail camera.
  26. In-Home Health Aide: Prescription pills, IV equipment, first aid kit, gloves, tape.
  27. Janitor: Coveralls, work gloves, industrial grade cleaner, wrench, safety signs.
  28. Very-Online: Laptop w/ bag, online following, fake credentials, energy drinks.
  29. Landscaper: Sheers, pesticides, fertilizer, gloves, electric leaf blower.
  30. Lumberjack: Ax (d6), gloves, chainsaw, head lamp, rope and safety harness.
  31. Mechanic: Adjustable wrench (d6), portable toolbox, electrical tape, brake cleaner.
  32. Mortician: Body bag, bone saw, scalpel, needle and thread.
  33. Mountain Biker: Mountain bike, anti-collision shirt (+1 armor), full face helmet (+1 armor when wearing), action camera.
  34. Office Job: Business casual attire, red stapler, stack of memos, ID badge.
  35. Plumber: Hacksaw, plumber’s torch, wrench, endoscope.
  36. Podcaster: Mini shotgun mic, smartphone tripod, LED light.
  37. Postal Worker: Bag of mail, comfortable shoes, taser (d6, nonlethal), sunscreen.
  38. Receptionist: Extensive rolodex, hands free headset, letterhead, mace (d6, nonlethal).
  39. Sanitation: Coveralls, headlamp, heavy duty gloves, air freshener.
  40. Skater: Skateboard, video camera, bolt cutters, collapsible ladder, wax.
  41. Social Worker: Laptop w/ bag, ID badge, pocket knife (d6), notebook and pen.
  42. Store Clerk: Box cutter (d6), walkie talkies, name tag, incredibly comfortable shoes.
  43. Tattooer: Gloves, tattoo machine, ink, sketchbook, wad of cash.
  44. Teacher: Coffee mug, scissors, large bag, homework.
  45. Teenage Dirtbag: Drill, lockpick, screw driver, spray-paint, angle-grinder.
  46. Therapist: Memo recorder, notebook and pen, business cards, small revolver (d6).
  47. Trucker: Flashlight, cash, bungee cords, duct tape, emergency gear, radio.
  48. Unemployed: Wanted ads, a final unemployment check, pocket knife.
  49. Vet: Syringe, scalpel, scissors, animal tranquilizers.
  50. Volunteer Firefighter: Collapsible ladder (bulky), ax (d6), fire extinguisher, flashlight.

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ARCHETYPES

  1. Too Old: The fight against the horrors that lie in the shadows is never ending, and you’ve been doing this a long time. It’s time to find someone to pass the torch to. Take: Wedding ring (+1 Stability), hidden cane sword (d8), detailed journal.
  2. True Crime: Everyone with a microphone has a podcast these days, and your metrics have taken a dive. You need a new angle, a new mystery that no one else has covered yet. That’ll get the audience back. Take: mini shotgun mic, smartphone tripod, LED light.
  3. Final Girl: By some miracle, you made it out alive when no one else did. Left with nothing but questions, returning to “normal” has been difficult and you can’t shake the feeling that the horrors aren’t done with you. Take: A Fallout, machete (d6), bloodstained jacket.
  4. Writers Retreat: It’s been far too long since you put anything on your editor’s desk. Despite the awards and now waning notoriety, the words just don’t flow like they used to. Maybe some time away from routine will get the creative juices flowing. Take: E-paper tablet, whittlin’ jackknife (d6), writing award, bottle of liquor.
  5. Without a Trace: They’re gone. You’ve been searching, but no one seems to know anything. However, they weren’t the only one to disappear under mysterious circumstances and you may have found a lead. Take: File of evidence, handgun (d6), deteriorated video message from that night.
  6. Resonance: You were young when you found it, the strange object that felt like it called out to you. It’s allowed you to do impossible things, but you weren’t cautious, and now others want it too. Take: A Resonant Artifact, stylish leather jacket (+1 Armor).
  7. Bewitched: You found an ancient leather book in an unusual place. You’ve only managed to translate a small fraction of its indecipherable text and diagrams, but it’s opened your eyes to a whole new world. Take: Leather bound tome, two Rituals.
  8. Class Clown: So what if you didn’t go to college with your friends? So what if you had to move back into your parents’ basement? You’re dependable and can always find a way to lighten the mood. Take: Baseball bat (d6), multitool, bicycle.
  9. Chosen One: The Church always said you were born to do great things, but they were never clear on what that entailed. You managed to break away, putting that all behind you for a chance at a normal life. Take: Ornate amulet (+1 Stability), ritual dagger (d6), gold chalice.
  10. Bookworm: Socializing isn’t your strong suit, as you’ve never really been able to “get” people. Books, however, are something you deeply connect with. Take: Library card, book strap w/ 3 books of choice, stationery set, booklight.
  11. Tastemaker: Your life changed after the videos you posted about your niche hobby went viral. Now it’s become a full time job, complete with the agonizing anxiety of constantly finding something new to post about to maintain your following. Take: Expensive camera, portable lighting, designer bag.
  12. Anonymous Author: Waiting tables pays the bills, but true joy comes from your cat, your “cozy” hobbies, and the following you’ve amassed as a prolific fanfiction author under a secretive pseudonym. Take: Tablet computer, mirrorless camera, knitting needles, yarn.

OPTIONAL INVESTIGATOR DETAILS

Roll on the tables below when you could use a hand fleshing out the details for your Investigator.

STYLE

  1. All Business, All the Time
  2. Streetwear
  3. Band Tees
  4. Paint it Black
  5. Athleisure
  6. Crisp and Ironed
  7. Casual Comfort
  8. Authentic Vintage
  9. All the Rage
  10. Work Uniform
  11. Oversized Hoodie
  12. Island Floral
  13. Everything Tailored
  14. Function Over Fashion
  15. Cargo Pockets
  16. Jeans and Tees
  17. Trapped in 2009
  18. Grunge Minimalist
  19. Y2K
  20. Denim on Denim

THE ABYSS STARES BACK

What was your first encounter with the unknown?

  1. You lost a loved one under mysterious circumstances.
  2. The evidence online is too much to be ignored.
  3. You witnessed something in the darkness.
  4. You survived an attack you cannot explain.
  5. Something is lurking in your dreams.
  6. Someone close to you is pulling you in, or pushing you away.
  7. Cult activity (perhaps they recruited someone significant).
  8. You may be a card carrying member of a secret society.
  9. You read something not meant for mortal minds.
  10. You haven’t yet, that’s what session 1 is for!

IDEOLOGY AND BELIEFS

What lens do they use to interpret the world and guide them toward action?

  1. Everything has a rational explanation rooted in science.
  2. Individuals can make a difference.
  3. You ascribe to a specific political ideology.
  4. A specific religion guides you.
  5. Morality is black and white.
  6. You believe in fate and it directly impacts your life.
  7. Belief in higher powers such as astrology, spirituality, etc.
  8. Free will is the only truth.
  9. There are deep truths that others are not aware of. The answers are out there.
  10. You believe in the power of community.

CHARACTER TRAITS

d10 Physique Face Speech
1 Athletic Bony Blunt
2 Muscular Broken Gravelly
3 Curvy Chiseled Booming
4 Lanky Elongated Precise
5 Small Dimpled Cryptic
6 Rigid Perfect Squeaky
7 Stout Round Formal
8 Towering Sharp Accented
9 Robust Memorable Droning
10 Ample Body Forgettable Choppy
d10 Virtue Flaw Misfortune
1 Honest Quick to anger Abandoned
2 Honorable Lazy Defrauded
3 Cautious Pessimistic Addicted
4 Humble Nervous Demoted
5 Courageous Craven Blackmailed
6 Merciful Rude Discredited
7 Disciplined Deceitful Condemned
8 Serene Vain Disowned
9 Gregarious Greedy Cursed
10 Tolerant Vengeful Exiled

THE PARTY

If you’re beginning play with the assumption that your Investigators are already established as a group, use the tables below to aid in establishing the pre-existing bonds. Roll, choose your favorites, or come up with your own.

WHY HAS THE PARTY COME TOGETHER?

As a group, determine how your Investigators know each other. Some mysteries may have built in hooks to bring the Investigators together, while others may provide a more open starting point. Below are some prompts for getting started.

  1. United through self guided research. Online paranatural forum? Club? Support group?
  2. You’re an established mystery solving group. What was the mystery that brought you together and how did it go poorly?
  3. Someone close to you disappeared, each under similar mysterious circumstances. How did you connect the dots and find each other?
  4. A simple “wrong place, wrong time.” How does the resulting event bind the Investigators together?
  5. The Investigators meet in a diner. Fluorescent lights hum over checkered linoleum. Why are each of you there?
  6. A mysterious patron that has brought the Investigators together. How did they reach out?
  7. Tragic event brought you all together. What was it? Was the cause ever determined?
  8. Opportunity to make some money. How did you find out about the job?
  9. You’ve come together for a creative pursuit. What is the medium (podcast, documentary, radio)? What experience do you have doing this type of work?
  10. You are all childhood friends. What happened back then that none of you can forget?

INVESTIGATOR BONDS

Some Investigators may have more personal bonds with each other. Go around the table and have each player state a relationship to another Investigator. This should be informed by their Background/Archetypes and their character details.

  1. They’re hiding something from you. What clued you into this realization?
  2. You used to date, but broke up. Was it mutual?
  3. They saved your life. What tried to attack you?
  4. You’re good friends. How long have you known each other?
  5. You both work for the same company. Which company is it? What are your jobs?
  6. You’re neighbors. What near altercation led to your formal introduction?
  7. You’re siblings. Which of you is the responsible one?
  8. You’re desperately in love. What has prevented you from acting on your feelings?
  9. They know about your criminal past. Why do they keep it a secret?
  10. You’re a mentor. What wisdom do you impart?
  11. You’re a mentee. What skill did your mentor help you with?
  12. You were taught by the same mentor. How did the arrangement come to an end?
  13. You were members of a secret organization. Why did you leave?
  14. They came to you for help. What trouble did you aid in resolving?
  15. You met on an internet forum. What strange conspiracy theory did you share?
  16. You went to the same school, but never hung out. What unexpected coincidence led to you becoming friends later in life?
  17. You were fierce rivals. What caused the hatred to turn to respect?
  18. You aspire to be just like them. What trait do you admire most?
  19. You’re comrades-in-arms. What challenge did you face together?
  20. They took something from you. How did thievery turn to friendship?

VEHICLES

As a group, determine what types of transportation the party has access to based on their Backgrounds/Archetypes. If it makes sense, the party may have access to more than one vehicle. Car chases are often an essential part of solving a mystery. Vehicles have HP, and when HP reaches 0 it will become totalled. Most weapons will often only do cosmetic damage to a vehicle, and would fail to affect vehicle HP.

PRE-MADE VEHICLES

A collection of vehicles ready for your Investigators.

ASSOCIATES & CONNECTIONS

ASSOCIATES

Associates are additional companions to aid in the investigation, either directly by joining the party or as reliable contacts to help achieve the party’s goals from afar. Smaller parties may wish to create 1-2 Associates that join them at the start of the scenario. The party can gain additional Associates by convincing NPCs to join them or by finding the right folks to hire.

To create an Associate, roll 3d6 for each Ability Score and 1d6 for HP, choose a Background, give them a simple weapon (d6), and roll on the tables in Optional Investigator Details as needed to further flesh them out.

These Associates are with the Investigators to help, and have their own skills, areas of expertise, and drives. Treat them as party members: they will leave if treated poorly.

Pregenerated Associates can be found in Limial Horror Deluxe Edition - Appendix: Associates (p. x).

CONNECTIONS

Connections are folks who have a relationship with an Investigator prior to the beginning of the scenario. They might be a family member, a current/former romantic partner, someone they met online, a coworker who relies on them for a ride to work, a bitter rival, etc. While these individuals may never become intertwined in the investigations directly, they help make backstories more robust and give the Investigators someone to fight for or turn to when in need of aid.

For longer investigations or those where backstories have particular importance, have each player create two NPCs.

  • List one person who is significant to your Investigator. What is their relationship? Give them a name and brief description.
  • List one contact your Investigator has. What is the contact’s area of expertise and what is their relationship to the Investigator?


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Liminal Horror is developed by Gobin Archives, Josh Domanski, and Zach Hazard Vaupen