NPCs
Note: See Liminal Horror Deluxe Edition has multiple essays on creating and using NPCs in modern horror. They can be found:
- [Include index entries]
Scenarios typically feature two types of characters: Background NPCs and Key NPCs.
BACKGROUND NPCs
These NPCs may only have one or two interactions with the Investigators or serve as victims to the horrors. All you really need for these characters is a memorable trait and a reason they’re in the environment and you’re good to go.
KEY NPCs
These NPCs are those that have a more active role, either through interacting regularly with the Investigators, or through being linked to the horrors in a direct manner.
You can quickly create a memorable NPC with three elements:
- Description: This includes their name, basic physical details, mannerisms, and their job/role in the setting. Players are generally only going to be able to remember a few key details, so this can be terse as long as the features are memorable.
- Goals: The character’s drives and outward motivations. This gets them moving in the setting. These are not static video game characters simply waiting around for the Investigators to interact.
- Secrets: Complications involving the character and their hidden motivations. The Investigators may never learn these secrets, but they will help direct drives and determine the character’s reactions to the events of the scenario.
Reaction Tables can be used to help determine how an NPCs will react to a situation or the Investigators. Here is a sample distribution of reactions.
REACTION TABLE
2d6 REACTIONS
- 2 Hostile
- 3-5 Wary
- 6-8 Curious
- 9-11 Kind
- 12 Helpful
EXAMPLE NPCs
Here are some example NPCs we’ve included with an open license (CC-BY 4.0). Use them as a reference point when creating your own:
CATHY LAW
STR: 13 Dex: 12 CTRL: 14 HP 8
Hammer (d6), Fists (d4+d4)
- Impervious: Wounds do not last, as her body rejects physical harm.
A drifter, currently working a short stint in construction. She has red hair that is always intricately braided. At first glance Cathy looks to be late-30s, but her true age is unknown.
- Desire: To live a simple life and go under the radar.
- Secret: She gained immortality after surviving a failed ritual by the Knights of Amelioration 100 years ago. Over the years others have discovered her gift, trying, and failing, to use it. The current legend going around is that drinking her blood can transfer her gifts, though this is not true.
TREM
STR: 8 DEX: 8 CTRL: 12 HP: 3
Melon baller (d6, messy)
- Host: If you kill the host body, Trem’s eyes will still remain “alive”. It can puppet a host body until the vessel is too deteriorated to continue.
- Items: Zip ties, chloroform.
An older man, never seen without his thick dark sunglasses. His smile never seems to reach his ears and his movements are awkward and uncoordinated.
- Desire: To find a specimen of human perfection.
- Secret: Trem is actually the name of the pair of “eyes” that currently reside in the head. They perpetuate their existence through placing their “eyes” in a new host, taking over that body and abandoning their former anchor.
ROGER CASTLE
STR: 13 DEX: 9 CTRL: 14 HP: 6,
Revolver (d6, loud)
- Items: L3 lockpick kit, arthritis medication, pain killers
- Bureau Credentials: There is no expiration date on the identification.
- Devil Fingers: Each of Rogers fingers holds a protective binding. A finger can be sacrificed to negate incoming damage. Roger is currently missing his left pinky finger
A night shift taxi driver. Despite his age, when he moves you can tell he remains quite strong. He has a knack about getting strangers to open up.
- Desire: To never be responsible for someone getting hurt again.
- Secret: A former agent of the Bureau, Roger retired after his entire team was sent to their death at the hands of a Witch (link) during Operation Crone, WV. Despite being well past his prime, he cannot help but get drawn back in when the strange is involved.
SAM HANSEN
STR: 12 DEX: 15 CTRL: 15 HP: 6 Armor: 2 Stability: 1
- Items: Camera, checklist, pen, flashlight, state of the art low profile body armor.
An insurance adjuster and investigator. Works for a subsidiary of Panopticon and one of the most prolific adjusters currently active. He’s been involved in some historic events through his line of work. With glasses and perpetually disheveled hair, he always has the perfect question to ask.
- Desire: To tackle and solve weird situations with a calm analytical approach and a handy checklist.
- Secret: He has been keeping a secret folder full of evidence since realizing that Panopticon’s role in some of these strange events is putting humanity at risk.
WILLIAM EMMERSON
STR: 12 DEX: 12 CTRL: 13 HP: 6
Gun (d6), Produce Fire (d4, blast)
- Items: Handcuffs, cards, handkerchief, top hat, cape, wand.
A touring stage magician. His act is well received by the audience and he is respected within the magician community.
- Desire: He is currently tracking down rumors of a Resonant Artifact.
- Secret: William is a Knight of Amelioration and believes in the betterment of mankind through leveraging the weird. His act doesn’t involve real “magic” but he’s hoping his work with the Knights will allow him access to true Ritual magic.
Next Section: Factions
Previous Section: Resonant Artifacts
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