Liminal Horror System Reference Document v3.0
SRD assembled by Goblin Archives from work written and created by the Liminal Horror Dev Team (Goblin Archives, Josh Domanski, Zach Hazard Vaupen, Jarrett Crader). This SRD is built off of the Liminal Horror Deluxe Edition (2025).
Version History:
Version | Date | Notes |
v3.0 | 8/2/2025 | Full SRD v3.0 released to public |
**Note: This iteration is all on “One-Page.” For individual sections, please navigator to the main page of the SRD v3.0.
Links:
TABLE OF CONTENTS
- Introduction
- Licensing
- Scenario Front and Back Matter
- Rules and Mechanics
- Making an Investigator
- Equipment
- Encounter Procedures
- Location Generators
- Room Keying
- Doom Clock
- Fallout
- Rituals
- Creating Horrors
- Horrors with an Open License
- Special Abilities
- Resonant Artifacts
- NPCs
- Factions
- Cults
- Modular Rules
INTRODUCTION
Welcome to the Liminal Horror SRD v3.0. Some handy additional links are:
- Main Website Hub: https://liminalhorrorrpg.com/
- Community Discord: https://discord.gg/ptHUNSVDrJ
- Liminal Horror Library: https://liminalhorrorlibrary.com/
- Newsletter: https://goblinarchives.substack.com/
- Annotated Archive of Game Design Resources: https://liminalhorrorrpg.com/Annotated%20Archives/
- Adventure Writing Resources: https://liminalhorrorrpg.com/resources
WHAT IS THE LIMINAL HORROR SRD V3.0?
This system reference document is a collection of mechanics, rules, and content that can be used by designers to freely make and publish ttrpg products that are compatible with the Liminal Horror RPG. Liminal Horror at its base is a rules-lite, adaptable survival-horror roleplaying game about normal characters and their struggles against monsters that haunt the night. The game focuses on surviving the weird and investigating horrors, blending simple, old-school inspired rules with modern, narrative first principles.
This SRD is aimed at designers, writers, and publishers who’d like to create adventures and scenarios for the Liminal Horror system. This document includes items that can be used in publications either directly, or as exemplars with accompanying design commentary to help write your own versions.
Some Liminal Horror specific terms within this text are:
- Facilitator: The person that runs the game. In other ttrpgs this may be called the GM (game master) or DM (dungeon master)
- Investigators: These are what we call the player characters.
- Scenarios: This is the current term we have for adventures (published or not). These are synonymous with mysteries, adventures, modules, etc.
- Horrors: Monsters or other monstrous NPCs.
WHAT THIS ISN’T
Some SRDs are player-facing rules that intend to teach you how to use the game. This SRD isn’t one of those and instead is intended for designers who are interested in writing adventures, scenarios (and hacks) for Liminal Horror. If you are a player wanting to learn the rules, you can:
- Read the rules for free on the Liminal Horror RPG website.
- Check out the Liminal Horror Deluxe Edition for an in depth look at the rules (both for players and for Facilitators).
ADDITIONAL ADVICE
The Liminal Horror Deluxe Edition Chapter 2 (Facilitator’s Guide) has a bunch of detailed essays and advice on many of the topics here in the SRD v3.0. If you are looking for a more in detailed examination of many of these topics, we’d recommend you pick it up (either digitally or physically). While a lot of that text is not open licensed for direct use/copying, the advice can be used to bolster your design and make the best scenario possible!
LICENSING
Since Liminal Horror Deluxe Edition is a rewritten copyrighted product we decided to release the SRD v3.0 (mechanics and lore text) under a CC-BY 4.0.
In order to support creators in making and publishing third party content, we have created a Liminal Horror Third Party License as an option for designers.
Liminal Horror Third Party License
We love community created content. We’ve created a Third Party License that allows anyone to make adventures, monsters, spells, content or mechanics for Liminal Horror and sell or publish for free without having to get approval from the Liminal Horror team. We want you to be able to write and publish your content, showcase that it is compatible with Liminal Horror and get it out there for others to use and play. That is why we have this license, and why we maintain the Liminal Horror Library to catalogue and share your creations!
RULES
If you follow these rules you are allowed to publish free or commercial material based upon or declaring compatibility with Liminal Horror without express permission from Goblin Archives LLC.
You may:
- Use, copy, and modify the text of SRD v.3.0: Liminal Horror Deluxe Edition (currently in development). This SRD will follow a more traditional System Reference Document structure with curated content and advice on use. The Deluxe Edition is a copyrighted work (since the original text was rewritten) but the SRD is licensed under CC-BY 4.0.
- Use, copy, and modify the text of SRD v.2.0: Liminal Horror Investigators.
- Use, copy, and modify the text of SRD v.1.0: Liminal Horror Legacy Edition. Liminal Horror Legacy Edition is licensed under CC-BY-SA-4.0.
- Use, reference, and modify the game rules and mechanics.
- Reference any locations, creatures, characters or factions mentioned in Liminal Horror.
RESTRICTIONS
- You cannot use AI generated Art or Text in a Liminal Horror compatible publication.
- You cannot make Liminal Horror NTFs.
- You cannot use or copy text from the Deluxe Edition that is copyrighted by Goblin Archives and Josh Domanski without a licensing contract.
- You cannot publish work under the Third Party License content that would generally be deemed bigoted or hateful towards minorities, marginalized identities, and/or oppressed classes of any kind. You can use Third Party License for work that critiques bigotry, fascism, TERFs, billionaires, white supremacy, and other oppressive forces.
Without explicit permission, you may not:
- Copy or re-use the art of Liminal Horror, except those illustrations identified as public domain
- Use the Goblin Archives, Liminal Horror, Vaulted Pyramid, EmoSludge or Space Penguin logos.
- State or imply that your work is an official Liminal Horror product, or that it has endorsement from the Liminal Horror Dev Team (Goblin Archives, Josh Domanski, Zach Hazard Vaupen).
LEGAL
The following text must be included somewhere visible within your publication, and on the website or storefront where you promote the product:
- [Product name] is an independent production by [Author or Publisher] and is not affiliated with Goblin Archives LLC. It is published under the Liminal Horror Third Party License.
This copyright text must be legibly included somewhere on the product:
- Liminal Horror is copyright by Goblin Archives LLC.
Goblin Archives LLC takes no responsibility for any legal claims against your product.
COMPATIBILITY LOGO
You are allowed and encouraged (but are not required to) use one of the “Compatible with Liminal Horror”/”For use with Liminal Horror” logos in your product, and on the website or storefront where you promote the product.
[Download]
Liminal Horror, CC-BY-SA 4.0, CC-BY 4.0 and the Third Party License
Liminal Horror started as a hack of Cairn. The original text was written using Cairn’s original license Creative Commons — Attribution-ShareAlike 4.0 International — CC BY-SA 4.0.
This means that you can copy and share the text as long as you properly attribute the sections and give those portions the same license. It also means that the version of Liminal Horror you use matters in terms of licensing.
Remember that for the SRDs:
- Liminal Horror Deluxe Edition is a rewritten copyrighted product. This companion SRD v.3.0. that includes mechanics and lore text is released using the CC-BY 4.0 (and can be used without leveraging the Third Party License as long as you follow the stipulations laid out in the CC-BY 4.0 Attribution requirements).
- SRD v.1.0: Liminal Horror Legacy Edition uses CC-BY-SA-4.0.
- SRD v.2.0: Liminal Horror Investigators ports some rules from Legacy while rewriting others, so errs on the license of CC-BY-SA-4.0.
What does this mean in practice?
- You can use any of the text, as is, within Liminal Horror Core Rules & SRD as long as those parts are attributed and licensed in the appropriate ways..
- Directly using text from Liminal Horror Legacy Edition and Liminal Horror Investigators must include those portions under CCC-BY-SA-4.0.
- Using SRD v.3.0 as your reference text will mean you don’t have to worry about anything other than attribution of the original text.
- It also means you can write your own adventure, reference rules and mechanics in your own way, and publish it using the Third Party License above and copyright your portions of the text (if you want to). Meaning you don’t need to worry about complicated licensing structures.
SCENARIO FRONT AND BACK MATTER
Here is an overview of some of the sections we have typically included in the front and back matter for the official Liminal Horror products.
Our overall design philosophy is often focused on how we can lower the barrier of entry for Facilitators and players. This is why the core rules are all free online. Customers can buy your published work without any additional investment since they can get the base info for free.
Every published scenario is unique, and the specifics of each (and design restrictions) dictate what should be included. Not every one of our scenarios has each one, but these are some of the things we have found helpful to include.
It is worth pondering in regards to your own scenarios. Even if you don’t end up including them, take the time to ask yourself what function do they serve from an information design standpoint, and what ways you can embed the same function within your work.
Some items we tend to include in the introductions of our first party publications:
- Map: A map of the location (either a region map or of the single location)
- Table of Contents: As much support in navigating the structure of the text aids in flow of information to the reader.
- Touchstones: Media references can help create a tone/expectation for what will be in the module.
- Content Warnings: It is important to be up front with people who engage with your work and allow Facilitators to leverage the proper safety tools.
- Intro: An introduction blurb that gives context about the place.
- Timeline: A timeline of events prior to the module, sort of like a prequel to the Doom Clock..
- Overview: A quick overview of what the scenario is about.
- Framing: We typically include multiple set up explanations for how you would use the scenario. These often include: Using it to start a new campaign, how to integrate it into a currently ongoing campaign, or how to run it as a one-shot.
- Rules: We’ll often include a rules reference or summary (see Rules and Mechanics for more on that).
- Character Creation: Each scenario we publish has a custom character creation set-up (see Character Creation for more).
- Encounter Procedure: At the beginning of the text we will present which type of encounter procedure we will use for the scenario, be it Encounter Die, Voidcrawl, or Tension Die (see Encounter Procedures for more).
- Doom Clock: We will include the steps of the Doom Clock for the published scenario.
- Exploration Notes: For more sandbox scenarios, we will have a page on Exploring that emphasizes some travel specific mechanics or contexts (this may be Roads, Using Phones, Phases, Location Description Changes, Stat Blocks, NPC Reactions, Weather, Services, Buildings, etc)
- Horrors: We typically include the main monster stat blocks and explanations at the front for easy access for Facilitators.
Some items we tend to include in the back matter (Appendices) of our first party publications:
- Consequences: A list of potential outcomes to different variables within the scenario (formatted in an If X…, short term result, long term result)
- Fallout: A list of custom fallout that reinforces the theme and aligns to the main Horror in the text.
- NPCs: We’ll often include a table of additional quick reference NPCs.
- Rumors: Things people are talking about. When it comes to rumors and hooks I like to include the page reference to where it is in the book.
- Resonant Artifacts: A list of custom resonant artifacts made for the scenario/.
- Random Search: Facilitator’s really tend to appreciate a table they can reference when their players search for something. As of late we’ve worked on using four d20 sub tables for this (on bodies, hidden items, in drawers, among the clutter)
- Quick Reference: The back page often is a quick reference resource that Facilitators can use. IT’ll often include stats, abbreviated doom clock, reaction tables, and any other references for modular mechanics.
RULES AND MECHANICS
The core rules for Liminal Horror are quite streamlined and fit onto a one page rules reference. Often the Liminal Horror team includes the rules one pager in our official first party publications. Depending on the length and space we are working with, we may only highlight a few important mechanics we want included. While not a necessary inclusion in a publication, it does help make your adventure scenario support anyone picking it up, even if they aren’t familiar with Liminal Horror as a system.
- The Bureau (2022) included a page called: EMPLOYEE CODE OF CONDUCT (p. 4) that featured an abbreviated version of the one-page rules reference (Abilities & Saves, HP, Inventory, Combat, Actions, Damage, Stress & Fallout, Healing, Deprived)
- The Bloom (2023) included a page called: RULES TO TAKE NOTE (p. 4) that featured five mechanics we felt would benefit emphasizing for Facilitators (Critical Damage and Wounds, Critical Stress and Fallout, Deprived, Healing, Vehicles).
- EINFÜHLUNG (2025), our starter scenario, includes a complete rules reference in its introduction.
Additional rules reference explanation and text can be found in SRD v2.0 and SRD v1.0. The Rules Summary acts as a resource that you can include in your adventures.
RULES SUMMARY
Note: You can include this, or a modified version, in your publications. (maybe include a image version or downloadable text file)
ABILITIES:
- STR (Strength): Physicality, brawn, and toughness.
- DEX (Dexterity): Readiness, grace, subtly, and precision.
- CTRL (Control): Willpower, charm, and the weird.
SAVES
For risky actions, roll a d20 equal to or under the target ability score.
HP - HIT PROTECTION
An Investigator’s ability to avoid serious harm (both physical and Stress). HP recovers quickly when Investigators take moments in safety.
ARMOR AND STABILITY
Armor reduces incoming damage by that amount. Stability reduces incoming Stress by that amount.
INVENTORY
Investigators have 10 Inventory Slots. Most items take up one Slot, bulky items take two Slots. Carrying items beyond 10 Slots reduces HP to 0.
DEPRIVED AND FATIGUE
The Deprived condition comes from a lack of critical need (food, sleep, etc.) and prevents HP recovery. Being Deprived for 24hrs adds a Fatigue condition to an Inventory Slot, and requires rest to recover that Slot.
CELLPHONE STABILITY
When an Investigator uses a cellphone, handheld camera, CCTV, etc., to view a horror they receive +1 Stability. If Stress exceeds Stability, roll on the table:
- 6: Everything keeps working.
- 4-5: The battery is dying, it has one more instance of providing Stability before it dies.
- 2-3: It powers down, no longer providing Stability until charged.
- 1: It breaks, no longer providing Stability until it’s repaired
RESONANT ARTIFACTS
Resonant Artifacts are objects imbued with the weird. An Investigator can use the power of a Resonant Artifact as part of their normal action, provided the activation trigger can be completed within a few seconds.
ACTIONS
On their turn, investigators may move 40 feet and take a single action. Actions are attacking, additional movement, or some other reasonable action. These are simultaneous.
Retreating from a doomed situation requires a successful DEX Save and a safe destination.
If Investigators are surprised, then they must pass an DEX Save in order to act during the initial round. Subsequent turns have Investigators acting, then adversaries.
COMBAT
All attacks auto-hit under reasonable circumstances. Attackers roll Damage or Stress die, subtract Armor (damage) or Stability (Stress), and deal remaining total to the target’s HP. Multiple attackers roll together and keep the single highest die.
DAMAGE AND WOUNDS
Damage that exceeds HP is deducted from STR. Target must make a STR Save or suffer a Wound, which fill Inventory Slots.
STRESS AND FALLOUT
Stress that exceeds HP is deducted from CTRL. Target must make a CTRL Save or suffer Fallout, which fills Inventory Slots.
HEALING
A quick rest in a safe location fully restores HP. Ability Score loss and healing Wounds requires medical attention or extended rest. 0 STR means death, 0 DEX means paralysis, 0 CTRL means the Investigator is lost.
PROCEDURE OF PLAY
Note: This is another resource you could adapt and include within your scenario. It acts as a quick reference for players and facilitators for how a game like Liminal Horror flows. This could be presented as a list, flow chart, or other graphic.
Once a scenario is introduced, Liminal Horror follows a loose procedure of play:
- The Facilitator sets the scene by describing the situation.
- The Players decide how they would like to proceed with their investigation.
- The Facilitator describes any obvious clues or overt dangers.
- The Players determine how they would like to respond to or interact with the situation.
- The Facilitator determines if those actions require rolls.
- Most simple tasks (opening doors, searching locations, etc) simply happen without the need for a roll.
- If the outcome of an action is unclear, determine who is most at risk of failure and ask them to make a corresponding Save.
- A Player’s action may also result in Stress or damage directly without a roll.
- The situation is resolved and the Facilitator describes any changes based on the outcome of the rolls.
- Repeat.
MAKING AN INVESTIGATOR
Published scenarios do not need to include custom character generation procedures. Each iteration of the Liminal Horror rules that is available include resources for quick making of Investigators that can be used by Facilitators. That being said, custom content for character creation is one of the quickest ways to reinforce the genre themes of a scenario.
Many official published scenarios include some specific additions to the character creation process. The Mall has custom mall themed backgrounds. The Bureau, The Bloom, and Hungry Hollow all include scenario specific archetypes that align with their specific framing.
When designing your own Creating an Investigator sections, the two main areas for customization are either providing a custom set of backgrounds, or a custom set of archetypes.
BACKGROUNDS
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. Here is a list of example backgrounds to inspire or use in your publications:
- Factory Worker: Industrial apron (+1 Armor), safety harness, thermos.
- Bus Driver: Lunchbox, comprehensive road map, taser (d6, non-lethal).
- Mechanic: Adjustable wrench (d6), portable toolbox, electrical tape, brake cleaner.
- Garbage Collector: Cut resistant gloves (+1 Armor), hi-vis vest, reach extender, safety glasses.
- Emergency Medical Technician (EMT): Medkit, trauma shears, stethoscope, WAG bag.
- Store Clerk: Box cutter (d6), walkie talkies, name tag, incredibly comfortable shoes.
- Artist: Artistic tool of choice, notebook, camera, small but passionate fan base.
- Athlete: Equipment from sport of choice, sweatband, powdered sports drink.
- Skater: Skateboard, video camera, bolt cutters.
- Keyboard Warrior: Laptop w/ bag, online following, fake credentials, energy drinks.
- Volunteer Firefighter: Collapsible ladder (bulky), axe (d6), fire extinguisher, flashlight.
- Bicycle Courier: Bike, helmet (+1 Armor), messenger bag, unopened package, multitool.
- Bartender: Barknife (d6), bottle of liquor, cigarettes, confiscated fake IDs.
- Therapist: Memo recorder, notebook and pen, business cards, small revolver (d6).
- Administrative Assistant: Extensive contacts, corporate credit card, expandable briefcase, taser (d6, non-lethal).
- Actor: Audition binder, portable charging brick, spare cosmetic supplies, change of clothes.
- Engineer: Laptop w/ design software, waterproof field notebook, wireless router, seldom used PPE.
- Social Worker: Laptop w/ bag, ID badge, pocket knife (d6), notebook and pen.
- Teacher: Coffee mug, scissors, large bag,
- Contractor: Stocked toolbelt, utility knife (d6), heavy duty flashlight, drill.
ARCHETYPES
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. When writing we often lean into narrative tropes, our favorite films, and other forms of inspiration when designing archetypes. Here is a list of example Archetypes to inspire or use in your publications:
- 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.
- 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.
- 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.
- 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.
- Without a Trace: They’re gone. You’ve been searching, but no one seems to know anything. However, they weren’t the only ones to disappear under mysterious circumstances and you may have found a lead. Take: File of evidence, handgun (d6), deteriorated video message from that night.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
CREATING AN INVESTIGATOR PROCEDURE
Note: You can include this, or a modified version, in your publications. If adding new archetypes, backgrounds having some built in prompting for the procedure may help Facilitators.
A quick reference for creating an investigator:
EACH PLAYER
1. Attributes Roll 3d6 for each Attribute (can swap any two):
- 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).
3. Starting Inventory Each Investigator begins with a smartphone (camera, flashlight, etc.) and 1d6 x 100 cash.
4. Backgrounds & Archetypes Roll or choose a Background or Archetype.
5. Finishing Up Roll Optional Investigator Details.
- Style
- The Abyss Stares Back
- Ideology and Beliefs
- Character Traits
AS A PARTY
6. Why has the party come together?
7. Investigator Bonds Each player states a relationship to another Investigator.
8. Vehicles Determine what vehicle the party has access to.
9. Associates Create any party non-main character Investigators.
10. Connections Each Investigator creates two NPC contacts.
EQUIPMENT
Items and equipment, especially in a modern horror game, is such a seemingly simple yet important aspect of play. Functionally, most equipment lack stats, and if they do they typically only have a few different tags (d6, bulky, non-lethal, blast, etc). What equipment does do is give a sense of the world, and provide creative problem solving opportunities for Investigators.
Being thoughtful about what items you provide players access to, and being open to allowing for reasonable inclusion of every day items, introduces an interesting variability to play. Many times we’ll include in our scenarios a few examples of equipment sold or located somewhere, but leave open-ness as to not have to be comprehensive.
Below are some equipment examples you can use in your scenario, or to start as a launching point.
Protection
- Armored Vest (+1 Armor) $500
- Ancient Amulet (+1 Stability) $3000
- Gas Mask $150
- Facemask $20
Weapons
- Improvised or Crude (d6, bulky) $20
- Hand Weapons: Dagger, Baton, Axe (d6) $50
- Taser/Mace Combo (d6, non-lethal) $250
- Pistol (d6) $500
- Sawed off Shotgun (d4 blast, bulky) $300
- Rifle (d6, bulky) $600
- Shotgun (d6, bulky) $300
- Assault rifle (d8, bulky) $1500
- Combat Shotgun (d8, bulky) $750
- Sniper (d8 damage or d12 damage when hidden, bulky) $2500
Explosives
- Molotov Cocktail (sets area alight, causing d6 damage continually until put out) $20
- Flashbang (blast, temporarily blinds those who fail a DEX save) $75
- Grenade (d8, blast) $75
- Propane Tank (d10, blast) $50
Pharmaceuticals (HARD TO ACQUIRE)
- Tranquilizers (STR save or pass out) $250
- Poison (lose d20 STR if passes through a blood-tissue barrier) $100
- Antitoxin (stops toxins - unpleasant) $250
- Acid (d4 damage until removed, caustic liquid that burns through materials $100
- Stims (+1d4 temporary STR, +1d4 temporary DEX) $100
Investigator Gear
- Alarm Bypass $500
- Bear Trap $100
- Binoculars $100
- Blow Torch (Welding) $250
- Body Bag $25
- Bolt Cutters $40
- Car Opening Kit $150
- Chain and Lock $50
- Chainsaw $150
- Climbing Gear $150
- Comms: Earpieces $200
- Comms: Walkie Talkies $200
- Directional Microphone $200
- Drone / Advanced Drone $1500
- Good Camera $400
- Duffle Bag $50
- Duffle Bag full of Outfits $150
- Electrical Tool Kit $150
- Emergency Medical Kit $150
- Emergency Surgery Kit $300
- Fake ID $200
- Flare $20
- Forgery Kit $200
- Glass Cutting Tools $150
- Grease $30
- Handcuffs $50
- Head Lamp $25
- Laptop $1000
- Lighter $5
- Locksmith Tools $150
- Marbles $20
- Mechanical Tool Kit $150
- Metal Ball Bearings $30
- Night Vision Goggles $250
- Pharmacist Kit $250
- Portable Ram $75
- Portable Winch $250
- Pulley and Rope $40
- Road Spikes (Caltrops) $50
- Sledgehammer $45
- Spike Strip $150
- Spray paint $15
- Tarp $30
- Zip Ties $15
ENCOUNTER PROCEDURES
Note: You can find more on Encounter Procedures in the Liminal Horror Deluxe Edition (p. xxx-xxx).
Encounter Procedures allow you to introduce the variable of random encounters. This system helps support dynamic situations unfolding in play.
Choosing the right procedure to include in your written scenario depends on the tone, scope, and scale. These include:
- Encounter Die: A straightforward encounter system that randomizes when encounters occur.
- Tension Die: An encounter procedure where time is an ever dwindling resource that leads to inescapable encounters.
- Voidcrawl: A narrative generator that utilizes multiple tables to push Investigators deeper as they look into the weird and strange.
EXPLORATION TURN
Note: It may be worth including an example or explanation of the exploration turn within your scenario if you are including one of these Encounter Procedures.
Exploration Turn to aid in tracking time and maintaining tension, representing the amount of time it takes to complete a significant action. These include actions such as:
- moving between spaces
- searching or exploring a space
- taking a break to regain HP in an unsecured location
- when 20-30 minutes pass in real time when the Investigators are otherwise not engaged in a conflict.
ENCOUNTER DIE
Note: The Encounter Die is an encounter system that relies on pure randomization to determine when encounters occur. The Encounter Die is best leveraged in tense situations where encounters popping up at unpredictable times would create a more dynamic scenario. This is typically within locations that have an inherent constraint. An example of the Encounter Die in practice can be found in Silent Street Station (see the Deluxe Edition p.x) and The Mall Remastered (2022).
Each time an Exploration Turn passes or the party does something that would attract the attention of the horrors, roll a d6.
- 1: An encounter occurs immediately.
- 2-3: There are signs of an encounter, or an omen or clue. These are not immediate encounters, but may become one depending on the actions of the Investigators.
- 4-6: Nothing happens.
TENSION DIE
Note: The Tension Die is an encounter system that simulates a clocking ticking down towards an inevitable encounter. The Tension Die is best used when there’s a singular powerful entity stalking the party, when the horrors would notice and respond to the actions of the Investigators, or when you need to simulate time running out. An example of the Tension Die in practice can be found in Camp Coldwater (see Deluxe Edition p.x) and Einfühlung (2025).
Begin with a point pool of 20.
- Each time an Exploration Turn passes or the party does something that would attract the attention of the horrors, roll a d6 and subtract the result from the point pool.
- If a 6 is rolled, roll again and subtract both results for the pool.
- When the point pool reaches 0, an encounter is triggered.
After the encounter is resolved, reset the pool and begin again.
It may also be useful to adjust the point pool to some total other than 20 based on the scenario.
- Want to keep tension high? Drop the pool down to 15 or 10.
- Want a slower burn leading to a more climactic encounter? Bump the pool up to 25 or 30+.
VOIDCRAWL
Note: The Voidcrawl is best leveraged when you’re running a slow burning investigation, when you want to reinforce the themes of your scenario in a more dynamic manner, when you want a naturally escalating sense of tension, or when the scenario involves the potential to travel over long distances. An example of the Voidcrawl in practice can be found in Cult Classic (see Deluxe Edition p.x), The Bloom (2023) and The Parthenogenesis of Hungry Hollow (2024).
Each time an Exploration Turn passes or the party does something that would attract the attention of the horrors, roll a d6 and consult the table below.
- Day Encounter. Encounters with NPCs or some strange or uncanny occurrence. Situations that are not immediately threatening, but could escalate depending on the actions of the Investigators.
- Clue. Hints about the greater mystery at play or warnings that danger is nearby. While clues are typically present in the environment with a bit of searching, this is immediately obvious to the Investigators.
- Omen. A portent for things to come. Pick one of the Investigators and roll on the Fallout table of the given scenario, using the corresponding result to seed an omen for the next Fallout they will receive.
- Setback. An unfortunate hindrance. A situation that impedes the progress of the Investigators or drains their resources in some manner.
- Horror. A frightening or horrific scene. A situation that puts the Investigators at unease or hints at the presence of a horror.
- Night Encounter. Direct encounters with the horrors. Situations that are dangerous and life threatening if the Investigators don’t act quickly.
DAY/NIGHT CYCLE
During the day, or when the Investigators are in a mundane location, treat results above 3 as if nothing happens. During the night, or when the Investigators are in a location that is inherently dangerous, use all results.
DARK DESCENT
When the Investigators descend deeper into an increasingly more dangerous situation, split the results into 3 or more parts. For level 1, ignore results above 2. For level 2, ignore results above 4. For level 3, use all results.
ADVICE ON EXPANDING THE VOIDCRAWL
Additional table entries that can be swapped out or expanded by increasing the number entries (adjust the die to d8 or d10). Some additional options include:
- Regroup: A moment of calm to recover HP and tend to critical needs.
- Locality: A shift or change in the environment, including weather, light, or an encroaching horror.
- Stress: A situation that directly results in the Investigators taking Stress or making a CTRL Save.
- Decay: A situation or location breaks down, including a derelict building crumbling, creeping fungal decomposition, or a festering rot.
- Theme: An appearance of a symbol or motif directly linking to the overarching themes of the scenario.
- Nothing Happens: When luck is on the side of the Investigators and no encounter is triggered.
LOCATION GENERATOR
Note: See Liminal Horror Deluxe Edition has multiple essays on using locations to emphasize horror. They can be found at:
- [Include index entries]
This die drop procedure can be used to randomly create points of interest, be that within a constrained space or a larger location. Once you’ve established a theme or overarching logic for your location, use the corresponding random tables to aid in filling the spaces. You can use these to help create regions, towns, or single locations within your scenario.
EXAMPLE LOCATION TYPES
- City/Town
- City Block
- Sewers or Underground
- Campground
- Forest
- Dimensionally Warped Locations
- Building
MATERIALS NEEDED
- A piece of paper.
- Something to write with.
- A handful of d6 one d10.
GUIDING QUESTIONS
- What was the location’s original purpose?
- Who/what has access to this location?
- What is the location’s history?
- What are the themes of this location?
- What are the aesthetics?
- Is there a specific Horror associated with this location?
- What factions have assets here?
CONNECTIONS
Locations/rooms should be connected by paths that allow the Investigators to navigate between them. These will vary depending on the type of location you’re creating, but they may include regular connections, secret paths (hidden and require discovery), or conditionals (require additional means to navigate). There should be multiple connections between most of the locations to create interesting means of navigation and should vary where they make sense. Where possible, there should be a non-linearity in connections, creating multiple paths, loops, branching paths, shortcuts and dead-end.
DIE DROP PROCEDURE
- Grab a pool of six d6, adding additional for dense locations or areas of large scale.
- Roll the dice onto a sheet of paper. These become your points of interest. Write the resulting number on the map.
- Create connections based on the type of location. A forest or town might have paths or roads that cut between them, while buildings will have rooms that are either connected directly or to a joining hallway.
- For each point of interest, roll d10 on the corresponding table, writing the result. Use the table result as a starting point, having your guiding questions guide the process.
- Fill in the spaces as needed. Towns will have additional shops or homes and buildings will have rooms. These remaining spaces will just be empty or not have anything particularly interesting going on in them.
POINTS OF INTEREST
- 1-3: Nothing
- 4: Inhabited
- 5: Horrors or Hazards
- 6: Weird
NOTHING
The spaces are empty or contain mundane elements and functions that are not of particular interest.
INHABITED
These spaces are either currently inhabited or are heavily used. This may be by people or utilized by the horrors in some manner. When creating a living world, take into consideration when they would see the most use and how that impacts the interaction of the Investigators.
- Someone going about day to day life.
- A member of one of the Factions (link) or some sign of their involvement.
- A potential Associate.
- A person in need of assistance.
- Someone hiding a dark secret.
- Two factions vying for a resource or evidence of their rivalry.
- Someone grappling with Fallout (link).
- A person or object that was lost.
- A Ritual part way toward completion or signs of an attempted Ritual.
- Someone seeking an ally.
HORRORS OR HAZARD
Roll a d6. If the result is even, a Horror is present. If odd, a Hazard is present.
Horrors may be the monstrous creatures themselves or their lairs. What Horrors are present will depend on the nature of your scenario. If a specific Horror has already been identified, use this point of interest to reinforce their tie to this place.
Hazards are situational elements that impede progress, with most being overtly threatening in some manner. Hazards may be setbacks, puzzles, or traps that would be appropriate for this location.
WEIRD
The weird represents a strange or unnatural occurrence, often through locations that have been warped or changed due to exposure to the horrors.
Weird
- An unnatural Landmark.
- A Resonant Artifact (link).
- An Omen or hint that something is wrong.
- Manifestations of the horrors that have changed the space.
- A merchant of the weird and strange.
- A victim, partially through a transformation.
- A clue that leads to another location nearby.
- A powerful or hidden resource.
- Evidence of a Ritual, either in preparation or evidence of its effects.
- Something that should not be there.
SESSION SEEDS
Some additional generator supports in creating your own locations. Hooks and complications can be used to further expand upon these locations by pulling in additional elements such as:
- Omens
- Factions (Link page)
- NPCs (Link page)
- Horrors (Link page)
- Resonant Artifacts (Link page)
LOCATION STOCKING PROCEDURE
If you are using a map of a mundane place, it is up to you to bring the horrors.
If you need assistance bringing these normal spaces to life, roll on the table below when determining what to place in a room. The sub-tables used in the Location Generator can also be used to facilitate stocking.
d6
1-3 Nothing (stay with generic description)
4 Inhabited by an NPC (use a Reaction Roll if it is unclear if they are friend or foe)
5 Horrors or Hazards
6 Weird
ROOM KEYING
While there is no unified way that rooms are keyed in Liminal Horror scenarios, we have refined it to a fairly consistent explanation presented in Einfühlung (2025). This can be helpful when thinking about how you present information in your scenario. The biggest recommendation we have is that whatever style you choose, try to stay consistent within the same scenario as it helps Facilitators parse the information when things follow a pattern.
Excerpt from Einfühlung (p. x)
HOW TO USE THE ROOM DESCRIPTIONS
Most adventures present mapped information in the form of a Location Key. This info is gathered so that the Facilitator can guide the Investigators through the physical space.
Each key is formatted similarly.
ROOM NAME Each location has a brief description of the first aspects that would be noticed upon exploration. From there, information follows a hierarchy.
-
Bullet points indicate details about a location in the order in which they are most obvious upon exploration.
-
Magnifying glasses and nested bullets indicate details, clues, and other information that can be found through investigation.
-
! Exclamation points signify sources of danger, such as a trap or an encounter.
-
Bolded Terms (p. x) are used to indicate things that have a corresponding page annotation. In the digital format these can be clicked to take you to the main page reference.
STRESS
Some room entries are followed (1 Stress) to indicate potential source of Stress for investigators. The most simple way to use this is if the Investigator interacts with this object they take one point of Stress Damage. Having investigators take Stress is a mechanical indication of the ratcheting up of tension and weirdness.
Other unlisted events or objects may cause Stress (or require a CTRL save to avoid Stress).
STRESS SCALE
Stress as a mechanic can be used to increase tension, cue to Investigators that things are becoming weird and strange, and use up HP. Here is a reference scale for type of stress.
- 1 STRESS: Witnessing something horrid.
- 1d4 STRESS: Particularly horrific scenes or the abilities of minor horrors.
- 1d6 STRESS: Abilities of major horrors.
- 1d8+ STRESS: Abilities of particularly monstrous entities or witnessing events not meant for human eyes.
DOOM CLOCK
Note: You can find more advice on Doom Clocks in the Liminal Horror Deluxe Edition (p. xxx-xxx).
The Doom Clock is an escalating sequence of narrative events that will come to pass if the Investigators do not act. This serves as a guide to what’s happening “offscreen” and is a tool for helping maintain pacing and tension over the course of a scenario. It’s an ever present reminder that the clock is always ticking forward in a countdown towards certain doom, only preventable by the actions of the Investigators.
Below is a general guide of the basic structure of the Doom Clock. When creating a Doom Clock of your own, there are a number of factors to consider, so the number of steps may shrink or expand as needed. The key is to focus on creating a sense of escalation in line with the underlying plans of the horror at the center of your scenario.
- Doom 1: Calm Before the Storm. Where the Investigators enter the narrative, spurred by some catalyst related to the underlying horror. A sinister plot may already have begun to be spun, but it remains hidden beneath the surface.
- Doom 2: Omens. Hints that something grander is at play begin to manifest. Encounters with the strange and uncanny occur, but plausible deniability is maintained. The horror makes a move, but its effects may not be immediately obvious to the Investigators.
- Doom 3: The Plot Thickens. The situation gets worse. Encounters with the weird increase in frequency, familiar faces disappear, or the environment noticeably changes.
- Doom 4: The Horror Exposed. The threat is made apparent. While there still may be plenty of secrets to uncover to understand the whole picture, the stakes of inaction begin to become clear.
- Doom 5: Nowhere to Hide. The horror comes knocking, either through direct action against the Investigators and NPCs or indirectly through environmental change. The threat can no longer be ignored.
- Doom: No Turning Back. Certain doom has come calling. The Investigators have failed to prevent the horrors from enacting their plans, but all may not be lost.
WHEN TO INCLUDE A DOOM CLOCK
A Doom Clock is not going to be essential for every scenario. For example, Camp Coldwater (see Deluxe Edition p.x) emulates the action of a slasher, using a much more streamlined countdown where the monster comes to claim a new victim every 20 minutes of real time during the session. Review Cult Classic (see Deluxe Edition p.x) for another example of the Doom Clock in practice.
FALLOUT
Note: A thorough examination of Fallout can be found in the Liminal Horror Deluxe Edition (p. x), and each official published scenario includes custom Fallout.
While Fallout is a means of mechanical character progression, it primarily serves as a reminder that the Investigators could very well become like the monsters they face if they are not careful. As such, it’s often best to customize Fallout to be specific to your scenario.
An Investigator can only take a maximum of 10 Fallout before their Inventory Slots are filled and they are lost to the horrors, so a campaign likely won’t need more than that unless you want to have some unique combinations across the party. A one-shot or short arc may only need 3 or 4 on hand.
Custom Fallout should make the Investigators a little stronger and also a little weirder. The character becomes more powerful, but it comes with a cost. Loose guidelines for different mechanical bonuses and their downsides are discussed below.
- Attributes: Add d4 to STR, DEX, or CTRL up to a maximum of 18. This typically comes with a narrative change, either in a physical sense or to the character’s demeanor. Increased STR means you become physically more robust. Increased DEX means you become quicker or have a sharper eye. Increased CTRL means you’re better in touch with the strange and weird.
- Armor & Stability: Add +1 up to a maximum of 3. Additional Armor generally comes with a physical change as the Investigator becomes more durable or harder to hit. Stability generally means an acclimation to the horrors has occurred, either through a growing sense of resolve or being directly connected to the horrors in some manner.
- Abilities: These should be thematically similar to the abilities of the horrors. The effects are typically either profound and dangerous or incredibly specific. When in doubt, borrow from a Resonant Artifact (link) or Ritual (link). Simple abilities can be performed without issue, but the more powerful the ability the higher the cost, either causing Stress for the user or for those that witness it. Using the ability then creates a feedback loop where it may end up causing further Fallout.
It’s also important to note that there is no hard requirement for Fallout to be beneficial in some manner. They can be purely detrimental if that better fits with the theme and tone of the scenario.
MUNDANE FALLOUT
There are occasions when an Investigator will receive Stress from a comparatively mundane source, such as seeing the body of a fallen ally or an item breaking at an inopportune time. In the event that this triggers Critical Stress, it may not seem appropriate for the situation for the Investigator to take a traditional Fallout. In this case, the Investigator takes the Stressed condition, which fills an Inventory Slot. When Stressed, each instance of Stress deals an additional +1. The Stressed condition can be cleared when the Investigator takes a few moments of rest in a safe place to center themself.
For additional alternatives, see Conditions (link).
GENERAL FALLOUT
Here are some examples of Fallout that are CC-BY 4.0 and therefore can be used directly or remixed for your own scenarios
- Caustic Blood. Your blood turns to an acid-like substance. While it does not hurt you, it will harm others. If it makes contact with another being it causes d6 damage.
- Hunted: You have become entwined with an entity that creeps ever towards you. It never stops, stalking you endlessly until you are dead. It can look like anyone. Only those connected to it (through Fallout, Rituals, cult influence, contract, pact, etc) can see it coming. Ever prepared, increase your HP by d4.
- Re-Animated: Death will not be able to find you. Whenever you “die” (STR reaches 0) your body will become a Reanimated Dead (see Reanimated Dead in the Deluxe Edition Catalog of the Strange).
- Exsanguinate: Consuming the blood or flesh from a living host will instantly replenish your HP, even in a risky situation.
- Behold the Night: Your eyes shift to a dark shade of purple. You are able to perceive unimpeded, even in darkness.
- Calcification: The bones upon your knuckles and hands harden in sharp spurs. While using them causes your skin to tear, your bare fists deal d6+d6 damage.
- Chaos Rituals: A connection to the weird has been formed, but it is wild and outside of your control. Once per day you can perform a random Ritual without paying the cost.
- Resonance: Your attunement to the strange makes you more able to locate and understand the nature of Resonant Artifacts. This boon is especially attractive to those who seek to harness Resonant Artifact for their own means.
- Plagued by Visions: It comes for you every night, without fail. You do not know if they are from the beginning, or the end. All you know is that they won’t stop, and that they must mean something. After a week of nightmares, tell your Facilitator two distinct images that linger at the edge of your remembering. You gain +1 Stability.
- Shadow Step: You can step through shadows. Every time you do you leave a bit of yourself behind. On use, your CTRL decreases by d4 (this does not trigger a Save or Fallout).
- Heavy is the Head: An ethereal crown hangs above your head. It is not visible to all, only a special few. Tales have been told of your coming. Increase your CTRL by d6 (max 18).
- The Hunt: It becomes harder to ignore the primal impulses that burn deep inside you. Your attacks are Enhanced. You become the primary target of otherworldly Horrors, and their attacks against you are also Enhanced.
Additional Fallout that has an open license that can be used are those included in SRD v2.0 and SRD v1.0.
RITUALS
Additional advice on Rituals can be found in the Facilitator’s Guide of Liminal Horror Deluxe Edition (p. x).
Rituals are powerful, but unpredictable magics. They can take many forms, including somatic movement, incantations, scrolls, old tomes, or as the result of Fallout.
- Most Rituals will happen automatically but some may require a Save.
- Each Ritual takes up an Inventory Slot either as a physical object or metaphysical burden.
- Some may be single use, while others can be used freely as long as the Investigator is willing to accept the burden.
- Using a Ritual will always require a cost. Typically the user takes d6 Stress. More powerful Rituals require a greater price.
- An Investigator can push themselves to bend a Ritual to affect more targets or have a more potent effect for a cost of additional Stress. Upgrade along the dice chain (d6 > d8 > d10+) in a manner proportionate to the additional effort.
- While most Rituals take an action to complete, some take hours or even days depending on their complexity and intended effect.
- Rituals with ongoing effects over a period of time, an Investigator takes d6 Stress every hour the Ritual is active. An Investigator is Deprived while maintaining a Ritual.
- If an Investigator uses a Ritual in combat, its damage is equal to the cost of Stress (i.e., d6 Stress for d6 damage).
- If the Ritual triggers Critical Stress for the Investigator, it results in Fallout (link) or a Condition (link) depending on the nature of the Ritual.
Open license Rituals to be used in your scenarios:
- Amnesia: Obliterate the last 15 minutes of a target’s memory.
- Beckon Beast: A nearby creature is summoned to your location. Upon arrival, the creature acts by its own volition.
- Bond: Permanently fuse two objects together.
- Curse: Alter the fate of another individual by reducing one of their Attributes by d6 for the duration.
- Wither: Drain d6 years from the lifespan of the target.
- Cling: Small bristly hairs sprout from your skin, allowing you to climb on any surface for the duration.
- Mage’s Fail-Safe: Creates a ward that deflects the next source of incoming damage. Projectiles are redirected in a random direction.
- Glamour: Bend reality to create an illusion and disguise the features of a target for the duration.
- Dreamwalk: Enter the dreams of a sleeping individual, granting you limited influence over the nature of the dream.
- Elastic Form: Stretch and elongate your form to stretch beyond human limits and slip through cramped spaces.
- Flesh Craft: A thick tar pours from your hands, mending any external Wound. The Wound will no longer fill an Inventory Slot, but it takes an expert craft to make something unblemished.
- Sublimation: Your body vaporizes into a cloud of living gas for the Ritual’s duration. You can move and are aware of your surroundings, but cannot take other actions and are stuck in this form until the Ritual’s duration has passed.
- Grounding: You can shift the orientation of gravitational forces within a contained space for the duration.
- Imbue Life: Give an inanimate object life for the Ritual’s duration. It can move according to simple commands.
- Immolation: Flames erupt from a target, dealing blast damage equal to the cost of Stress. The target is protected from harm from the Ritual.
- Refract: Bend the light around a target to make it nearly invisible for the Ritual’s duration.
- Levitate: Cause a target to hover in mid-air for a short period of time, before slowly descending. Direction and speed while levitating is relative to how the target was moving when the Ritual was cast.
- Mirror Image: Create an illusory duplicate of a target. The illusion is dispelled once interacted with.
- Necrotic Whispers: You may speak with a dead body. They answer as many questions as the cost of Stress. You do not know if they are speaking truthfully and they can only answer what they knew when alive.
- Portal: Create a hole up to 6 feet wide and 1 foot deep in any surface.
- Sightseize: See and hear from the perspective of someone nearby.
- Serpentine Brood: Your spilled blood transforms into snakes upon contacting the ground. The cost of the Ritual is blood instead of Stress, dealing standard damage. The number of snakes that appear is equal to damage taken.
- Swap: You can make two similarly sized objects that you can see swap places.
- Night Dive: You can swim through the air as if it were water.
- Telekinesis: Move a small object with your mind.
- Telepathy: You can connect to other individuals through thought for the Ritual’s duration.
- Vermin’s Call: You summon a swarm of vermin (rats, insects, etc.) that can attempt to complete a single task for you.
- Evocation: Summon a spirit or demonic entity to inhabit a living body. Make a CTRL Save. On a success you pick the target. On a failure the entity itself gets to choose which body it inhabits.
- Dominate: You bend the will of a target. You cannot fully change their mind or get them to commit an irritation act but you can influence their next choice or alter their disposition.
- Blood Forge: You extract your blood and coalesce it into a weapon, making your next attack Enhanced. The cost of the Ritual is blood instead of Stress, dealing standard damage.
- Exsanguinate: Drain blood from a target, dealing damage equal to the cost in Stress. With it comes brief and often confusing flashes of the target’s memories.
- Essence Transfer: Permanently transfer your consciousness to the body of a willing target, leaving your former body behind as a dead husk.
- Living Flame: Create a small amount of elemental plasma. Beyond conventional applications of fire, the pure nature of the flame can disrupt and destroy Resonant Artifacts.
- Divination: You can discern the location of a person or item. The location is clear for mundane objects and people, or those within close proximity, but vague for those involving strange energies or horrors.
- Kintsugi: A golden resin flows from your fingertips to seal a target’s wounds, healing STR equal to the cost of Stress.
- Apotropo: Creates a protective barrier against other Rituals for the duration.
- Resurrection: Restore life to a recently deceased individual.
- Threshold: The next door you open leads to the Cascade Commons Service Corridor.
- Pestilence: A rot spreads outward from a chosen point of origin. Plants wither and die, wood turns to mush, and stonework cracks from eroding mycelial cords.
- Be Kind, Rewind: Reverse the flow of time to travel backward up to 30 seconds.
- Bind: Create an energy field to encircle a target and restrain them. The bind lasts as long as the Ritual is active, but the target can attempt to break free.
- Static Shock: Energy cascades from your fingertips in multiple arcs. It is difficult to control and aim, dealing blast damage and hitting all individuals within the target area.
- Fractal Duplication: Make a CTRL Save. On a success you create a perfect duplicate of an object. On failure you create d100 duplicates of the object, each less perfect than the last, and the original object is destroyed.
- Mirror Step: You create a portal out of a mirror, allowing you to enter the Mirror Dimension.
- Doppelganger: Fracture yourself into two forms that embody your id and ego. The Ritual lasts until both halves choose to rejoin, but the longer they are split, the greater chance that their desires will diverge from one another.
- Prayer: Open communication with a known Dead God. If they choose to respond, it’s through visions, dreams, and nightmares.
- Angelization: A set of horrid wings sprout from the back of a target. Afterwards the target is capable of flight, but in a limited capacity. If the target is an Investigator, mark this as Fallout.
- Entropy: Your current situation gets catastrophically worse in the most chaotic manner currently possible.
- Ascension: An elaborate process, transforming a human into the embodiment of a Dead God. Once completed, the transformation is permanent. The form taken is dependent on which entity is invoked.
- Vice-Versa: Swap bodies with another individual. You maintain a psychic link for the duration. If one of you dies when the Ritual is active, you both die.
CREATING HORRORS
Horrors is the term we use for the “monsters” within our system. The term really encapsulates that while there may be something horrific or strange about these entities, they are not all inherently violent or mindless. Horror denotes a level of complexity while still standing firmly in the weird, strange, and scary when compared to normal life.
This section will be in two parts:
- The first will be about How To Make Your Own Horrors for your scenarios. Remember that Horrors are the crux point of the strange within your scenario and set the theme and motifs that you’ll use throughout your design. They’ll impact the Fallout used, how normal spaces are twisted, and how NPCs relate to them and the world. Horrors set the specific tone for your scenario.
- We have included some Horrors With An Open License that you can include in your scenarios. We’ve opened their license in hopes that some will use them to make scenarios. This section will be a living document, with us adding Horrors continually.
HOW TO MAKE YOUR OWN HORROR
Note: The Deluxe Edition has a lot of advice in this area, with much of the Facilitator’s guide focusing on it. Some pages that may be of interest are:
- [INDEX]
TYPES OF HORRORS
We created a category system for the Horrors within our system setting. You are more than welcome to use these categorizations for your own Horrors, or fully eschew them for your own classifications.
- Lesser Horrors: Minor threats, more commons in number, that serve more powerful entities. These are horrors that are made, many of which were once human.
- Greater Horrors: Powerful beings that have found their way into our world. These are major threats that seek power upon the material plane.
- Resonant Horrors: Manifestations of energies and entities from other planes of existence.
- Ritual Users: Humans that have gained access to rituals through dread means. Some enter into pacts while others have transcended mortality.
- Dead Gods: Vestiges of powerful beings that still have a foothold on this plane.
CREATING HORRORS
Memorable horror is often defined by the monsters that lurk just outside of frame. The following section details how to create your own creatures or monstrous NPCs to haunt and stalk the Investigators.
GENERAL PRINCIPLES
- Attributes: These have a baseline of 10, and can be considered as such if not directly noted. Beyond that, 3 is deficient, 6 is weak, 14 is noteworthy, and 18 is legendary. Only god-like entities have Attributes above 18, but at that point numbers don’t really matter.
- Hit Protection: HP is not a measure of Hit Points. It’s the ability to avoid serious harm, which includes skill, luck, drive, and resilience. 3 HP is average, 6 HP is sturdy, and 10+ HP is a serious threat.
- Armor: This acts as physical resilience. The typical range is from 0 to 3. An entity can have armor that exceeds 3, but there may be other ways to represent the intended purpose of the exceedance through resistances granted by special abilities.
- Stability: This acts as psychological resilience. The typical range is from 0 to 2. You generally won’t need to worry about this for adversarial entities, as the Investigators only deal Stress in rare instances, but it may be useful for NPCs that run the risk of encounters with the horrors.
- Damage: Use d6 as the baseline damage for conventional and improvised weapons, including natural weapons such as claws and sharp teeth. Scale as needed, with d4 for unarmed attacks, d8 for two-handed or modified weapons, and d10 for specialized weapons or particularly brutal attacks. Damage of d12+ should generally be reserved for Enhanced attacks.
- Stress: Particularly weird creatures or those that would try to corrupt or infect the Investigators should have an ability or attack that deals Stress. This is the primary way to threaten the Investigators with permanent change through Fallout. Use d6 Stress as the baseline and scale accordingly.
- Special Abilities: Entities may also have abilities that trigger when dealing Critical Damage to an Investigator. While these will often be particular types of Wounds that are inflicted, they may also be additional actions taken by the Horror to leverage their advantage. The horrors may also have special abilities that trigger when they take Critical Damage, causing a physical or behavioral change instead of falling out of combat.
- Reinforcements: While abilities that simply deal damage are fine, there are other ways to threaten the Investigators, such as summoning allies or changing the environment.
- Rituals: These are a good source of abilities, either directly as a Ritual or just as a natural ability. Note that horrors don’t take Stress for their use in the same manner as the Investigators.
- Evocative Details: Above all, the numbers behind these entities aren’t going to be the things your players remember. A flavorful and stylish creature will often be much more effective at the table than one that is simply mechanically complex.
CHEAT SHEET
- Is this entity able to avoid being hit or avoid serious harm? Boost its HP.
- Can it soak up damage? Give it Armor.
- Is it physically powerful or especially vicious? Give it a high STR or larger damage dice.
- Does it have quick reflexes? Give it high DEX.
- Is it particularly weird? Give it high CTRL or ability to deal Stress.
BASIC HORROR TEMPLATES
Presented below are four basic stat blocks that represent common types of horrors the Investigators may encounter. Use them as a template to aid in getting started and for the purpose of comparison, then expand upon them to make your creatures unique.
GRUNT
Small or weak entities that pose a limited threat when alone, but quickly become dangerous when amassed in groups.
STR: 8 DEX: 6 CTRL: 3
HP: 6
Weak or Unarmed Attack: d4
BRUTE
Strong entities or those with natural resistances. Typically a challenge when alone or in pairs, and are often supported by several Grunts.
STR: 14 DEX: 10 CTRL: 8
HP: 8 Armor: 2
Weapon Attack (d8) or Area Attack (d6, blast)
- Special Ability: Either a devastating ability that triggers upon dealing Critical Damage, or a behavioral change when receiving Critical Stress.
GHOUL
Entities that are physically weak, but have dangerous and powerful abilities. While dangerous on their own, they are a serious threat when paired with Grunts or Brutes.
STR: 8 DEX: 12 CTRL: 14
HP: 4 Armor: 1
Weapon Attack (d6) or Corrupting Attack (d6 Stress)
- Special Ability: An ability that causes corruption, hits multiple targets, or changes the environment in some manner.
- Special Ability: An ability that either enhances its allies or creates new horrors.
TYRANT
Near unstoppable killing machines, where running away is the best option and open engagement is quickly deadly.
STR: 16 DEX: 6 CTRL: 16
HP: 12 Armor: 3
Weapon Attack (d8) or Area Attack (d10, blast)
- Special Ability: Either a devastating ability that triggers upon dealing Critical Damage.
- Special Ability: An ability that impacts how the creature moves, allowing it to ambush or get the drop on its targets.
- Special Ability: An ability that provides an enhancement.
- Special Ability: A specific physical change it undergoes when receiving Critical Damage.
HORRORS WITH AN OPEN LICENSE
We have included some of the Horrors that you can include in your scenarios. We’ve opened their license in hopes that some will use them to make scenarios. This section will be a living document, with us adding Horrors continually.
There are Horrors from each category of Horror: Lesser Horrors, Greater Horros, Resonant Horrors, Ritual Users, and Dead Gods.
LESSER HORRORS
Minor threats, more commons in number, that serve more powerful entities. These are horrors that are made, many of which were once human.
- Reanimated Dead
- Ghosts
- Goloch
- Gremlins
- O.R.C.s
- Puppets
- Carrion Crier
REANIMATED DEAD
STR: 12 DEX: 5 CTRL: 4
HP: 3
Bite (d4)
- Infect: If the damage from a Bite exceeds the victims HP, the Reanimated Dead latches on to rend the flesh and spread their infection, dealing an additional d4 Stress.
- Finisher: Reanimated Dead do not perish at 0 STR. To stop them from rising again, either the brain must be destroyed or their corpses burnt.
Reanimated Dead are living corpses that were not allowed the peace of death. Created through a variety of means, they are ever moving in mindless pursuit of a goal their barest instinct drives them towards, even as the earth calls them back. Whatever remains of their consciousness is trapped in a prison of rotting flesh, only released by destroying the brain.
Variants
- Lurker: Slow shamblers. Grapple and drag down their victims.
- Naked: Shredded or no clothing. Stained with coagulated blood.
- Grave: Buried bodies risen from the grave. Significant decay.
- Sprinter: Charge at victims with intense speed.
- Bloater: Swollen from water exposure or filled with gas. Bursts upon taking Critical Damage (d4, blast).
- Dried Out: Leathery skin from prolonged sun exposure, +1 Armor.
- Creeper: Ambush hunters that lurk in the dark and attack at opportune moments.
- Prototype: Rapid mutations heal 1 HP/STR per round.
GHOSTS
STR: 7 DEX: 12 CTRL: 15
HP: 8
Chilling Touch (d4 Stress)
- Incorporeal: Ghosts cannot be damaged by conventional weaponry. Directly engaging a Ghost requires otherworldly means such as Resonant Artifacts, Rituals, and Fallout, or holy water, salt, and holy symbols.
- Haunting: Ghosts are able to possess inanimate objects and people, allowing them to move and manipulate the environment. During a possession, the Ghost’s victim or object can be damaged with conventional weaponry, expelling the entity after taking Critical Damage.
- Flashback: The Ghost reaches out with a chilling touch. The target must make a CTRL Save or take d6 Stress as they relive the Ghost’s death.
Ghosts are the incorporeal spirits left behind after a person or creature died. Echoes of what they once were, their form varies from wisps and impressions of their former selves to incorporeal presences, with some twisting into horrifying entities that prey upon the living.
FALLOUT: HAUNTED
A spectral being has deemed you a worthy host and has formed a “connection” with you. Otherwise incorporeal spirits become visible to you. +1 Stability.
Variants
- Torment: Their form appears in agony, moaning and wailing, lashing out at the living.
- Victim: Their form reveals the gruesome manner in which they died.
- Black shadow: A tall blur of darkness, humanoid in nature but with indistinguishable features.
- Shroud: Draped in a white sheet or wearing a flowing white dress.
- Child: Saddeningly young. Often initially calm, but they are moody and unstable, lashing out at perceived slights.
- Animal: The impressions of a creature or strange entity. An embodiment of pure instinct.
GOLOCH
STR: 8 DEX: 13 CTRL: 2
HP: 3
Variable Weapons (d6)
- Reconstitute: If the host takes Critical Damage but is not killed, the creature will quickly reconstruct itself, using its spindly tendrils to reconnect parts and rebuild. It will even use inanimate objects if needed.
- Abscond: When the host is reduced to 0 STR, the creature (STR: 12 HP: 6) will burst forth from the body and scuttle to find a new corpse to take control of. If there are no other dead bodies in the vicinity, it will try to implant the nearest living person or animal.
Goloch are spider-like entities with tumorous bodies suspended on spindly silver tendrils. They implant themselves within bodies and corpses, using their tendrils to join together limbs and bones like silver tendons. As the body rots away, what’s often left behind is the skeletal structure, still puppeted by this parasitic creature.
Variants
- Living Person: Implanted, but not fully aware of the ramifications. They can act with their own agency while the parasite worms its tendrils through the body, but will eventually die when the creature assumes control.
- Cadaver: Can pass as an otherwise normal person from afar, but the decaying body is noticeable at close range.
- Skeleton: Just the bones left. Attacks from ranged or piercing weapons are Impaired, weapons used for bludgeoning are Enhanced.
- Animal: A mid-sized creature the parasite was able to snare in its tendrils. Commonly house pets.
GREMLINS
STR: 7 DEX: 12 CTRL: 9
HP 4
Jagged Teeth (d6)
- Repurpose: Gremlins have an innate ability to break items and make them serve a new, often dangerous and unstable function.
- Deimatic Display: When cornered or made angry, Gremlins swell up with ferocity. During this period, their attacks are Enhanced, while attacks against them are also Enhanced.
- Quick Snack: Gremlins almost always go for the fingers first. When they deal Critical Damage, the fingers are the first to go.
Gremlins are impish little creatures. If not for their chaotic demeanor and razor sharp teeth, some might find their floppy pointed ears and smushed faces to be cute, almost like a hairless cat. Their very nature is mischievous. They covet shiny bits and bobs, often ripping apart and sabotaging machinery to get their hands on it, leading to a number of unexplained disasters.
O.R.C.
STR: 12 DEX: 14 CTRL: 8
HP: 5 Armor: 1
Crude Blade (d6) or Teeth (d6)
- Photophobia: As underground dwellers, ORCs are sensitive to sunlight. When exposed, their attacks are Impaired, while attacks against them are Enhanced.
- Rally: Once per engagement, an ORC can shout a rally cry as their action to regenerate their HP.
- Caustic Blood: If an ORC takes Critical Damage, an eruption of corrosive blood sprays out (d4, blast, acid).
Opportunistic Radioactive Cannibals (ORCs) are once-human creatures whose flesh was corrupted by toxic waste. Coursing through their body is a caustic ichor that fuses muscle and bone, warping the body into a brutal machine. They spend their lives underground, navigating a sprawling interdimensional network of caves and tunnels, only driven to the surface to sate their taste for human flesh.
O.R.C. PRIEST
STR: 10 DEX: 14 CTRL: 12
HP: 5 Armor: 1
Crosier (d6)
- Bless: The Priest gives divine inspiration to another ORC, allowing them to power through the next instance of damage they take. Acts as +2 Armor.
- Mutagen: The Priest launches mutagenic toxic waste at a target. (d8 Stress)
ORC priests are often those in their rank that underwent the most severe transformation at the hands of the toxic waste. Their massive bulbous heads make it difficult for them to walk, meaning they’re typically carried aloft by other ORCs when the need arises. They claim to have deep connection to the Dead Gods and hear their whispers, but few have gotten close enough and lived to tell the tale to verify the truth of this.
PUPPETS
STR: 12 DEX: 10 CTRL: 8
HP: 4
Bludgeon (d4) or Skinning Knife (d6)
- Chirp: Puppets have an uncanny ability to throw sound, emulating a twisted version of voices they’ve heard recently.
- Rework: With access to a fresh supply of flesh and the right tools, a Puppet can repair and reassemble itself to recover lost STR. With the right tools and new flesh they can be reassembled from most damage.
- Flayed: When a Puppet deals Critical Damage, they cut deep, flaying a chuck of the skin in preparation for later harvesting.
Puppets are creatures made of human flesh stretched over wooden mannequins. In low light or the dark, they may appear as mundane mannequins, the truth of their form being revealed upon venturing too close. Puppets tend to have unique personalities, but are all driven to harvest more material to drape over their forms.
VARIANTS
- Bare wood, stained brown with old blood but no flesh.
- Dancers posed in a display of bravura.
- Crawlers that cling to the walls and ceilings, dropping down upon their prey.
- Stalkers that shift and move in the darkness, following behind their prey when they aren’t looking.
CARRION CRIER
STR: 10 DEX: 14 CTRL: 10
HP: 5
Claws (d6) or Beak (d6)
- Mimicry: The Carrion Crier can modify its harsh call to mimic a variety of other creatures and even an approximation of human voices.
Carrion Criers are bird-like creatures with fleshy skin and bat-like wings. They are quite large, with an impressive six foot wingspan, sharp talons, and a long pointed beak. Easily mistaken as circling vultures from afar, they are considered a fell omen, as their presence often precedes great tragedy, marked by a reverberating caw.
GREATER HORRORS
Powerful beings that have found their way into our world. These are major threats that seek power upon the material plane.
- Abomination
- Slasher
- Minotaur
ABOMINATION
STR: 16 DEX: 8 CTRL: 12
HP: 10 Armor: 2
- Slam (d8, blast)
Abominations are bodies that have been pushed past their natural limits. Their once human form has been twisted and broken to make something larger than should be physically possible. Their minds are often shattered by the changes, but in the worst scenarios, some part of the person that was is still alive and conscious.
Variants
- Giant: A massive, towering form. +2 STR and greatly extended reach.
- Hammer: One arm is disproportionately massive compared to the rest of their body, dealing d10 damage.
- All Mouths: Toothy maws cover its body. Upon dealing Critical Damage, it shoves the victim into one of its many open mouths.
- Flesh Sack: Most of their bones have dissolved or turned to cartilage, allowing them to squeeze into cramped places.
- Walking Incubator: Host to a colony of horrid creatures. Upon taking Critical Damage, their brood bursts forth.
- Wall of Flesh: Several bodies bound together into one form. Upon taking Critical Damage, they rip apart into their individual members.
SLASHER
STR: 16 DEX: 8 CTRL: 16
HP: 8 Armor: 3
Weapon of Choice (d8) or Fists (d6)
- Unstoppable: The Slasher can heal both STR and HP with a few moments of rest, though some visual signs of damage (scars, burns, open wounds, etc) may remain.
- Right Behind You: The Slasher has the uncanny ability to appear at the worst times. While they move at a metered pace when observed, they can teleport short distances when no one is looking.
- Rip & Tear: When the Slasher deals Critical Damage, the resulting Wound they inflict is so brutal that it causes d4 Stress to any who witness the act.
- I’ll Be Back: If the Slasher’s death cannot be verified with absolute certainty, then they’re not actually dead. Short of utter annihilation, the Slasher can almost always find a way to come back.
Slashers are near-unkillable masked murderers. They stalk victims with near supernatural persistence, before getting up close and personal to execute their kills. Many are motivated by the desire for revenge, but most just have an insatiable taste for violence.
MINOTAUR
STR: 16 DEX: 12 CTRL: 9
HP: 12 Armor: 2
Charge or Axe (d10)
- Labyrinth: A Minotaur can bend reality around itself to create a labyrinth in which to hunt its prey.
- Roar: The Minotaur lets loose a horrid, pained bellow that shakes the walls to strike fear in the heart of their prey. (d4 Stress, blast)
- Stitch: When the Minotaur stops moving for a few minutes, its wounds stitch back together, healing all STR damage. A Minotaur rarely stops moving when on the hunt.
- Charge: The Minotaur lurches forward to slam into their target, dealing d12 damage. They must have ample room to build momentum. A quick thinking target may be able to dodge this charge with a DEX Save.
- Gored: When the Minotaur deals Critical Damage, it gores its targets upon its horns, lifting them up in the air until they perish or free themselves. Any who witness this act of terrible fury take d4 Stress.
Minotaurs are a mass of muscle. Horns protrude from their flesh, blood seeping from the seams. Its muscular body is constantly in a state of growth, barely contained flesh pulled taut. Whenever it moves, the skin tears as the muscles grow, spilling blood and viscera as the skin quickly stitches together, only to be torn again. They are creatures of raw agony, tortured by their own existence, driven to hunt and kill to sate the never ending pain they feel.
RESONANT HORRORS
Manifestations of energies and entities from other planes of existence.
- Dissonant Artifacts
- Shades
- Dark Ones
DISSONANT ARTIFACTS
STR: 12 DEX: 10 CTRL: 10
HP: 6 Armor: 2
Slam (d6)
In the same vein as Resonant Artifacts (link), Dissonant Artifacts are seemingly mundane objects that house power through a connection to resonant energies from other dimensions or planes of existence. But in contrast, these objects are often aniconic, which makes them chaotic and dangerous. Their power cannot be controlled in a utilitarian sense, so the best course of action is generally to destroy or contain them before others are exposed to the dangers they possess.
d12 DISSONANT ARTIFACTS
- Refrigerator
- Vending machine
- Cymbal-banging monkey toy
- Rag doll
- Chair
- Smiling children’s telephone
- Can of soup
- Knife
- Pair of pants
- Bouncing ball
- Musical instrument
- Taxidermy deer
SHADES
STR: 3 DEX: 15 CTRL: 13
HP: 8
Numbing Touch (d6 Stress)
- Incorporeal: The Shade’s lack of a fully material form means conventional weapons have no effect on them.
- Revitalize: The Shade heals half the Stress dealt by their Numbing Touch, rounded down.
- Illuminated: Bright and direct sources of lights reveal a Shade’s true form. Once exposed, they can be harmed by conventional weaponry and their Numbing Touch deals standard damage.
- Two Dimensional: Unless exposed to a direct source of light, Shades are two dimensional creatures. As such, they can slip through cracks and hide within darkness itself. However, they are also bound by these limitations and can only travel across surfaces.
Shades are death shadows. They are the remnants of people and creatures, their physical forms dead or burned away to the otherworld, leaving only their shadow behind. Shrouded in darkness, they are trapped between worlds, seeking vitality to sustain themselves.
FALLOUT: SUBSUME
The Shade severs and consumes the shadow of their victim, permanently leaving them without one, regardless of any light that shines upon them.
VARIANTS
- Creatures: Teeth, pincers, spines, tentacles. These Shades were once any variety of horrid creatures whose shadows now infect the material plane.
- Human: At one point human, their bodies burned away through misuse of a Resonant Artifact, Rituals, Fallout, or getting caught up in a planar anomaly.
DARK ONES
STR: 14 DEX: 12 CTRL: 16
HP: 8 Armor: 1
Bite (d6), Scratch (d6), or Projectile Vomit
- Recall: A Dark One knows all of the memories of the host it possesses and will use them as a weapon against the others it wants to infect and corrupt.
- Cling: A Dark One can cling to surfaces, allowing it to scale walls and hang from ceilings.
- Inhuman Strength: A Dark One is vastly stronger than its original host.
- Photosensitive: Dark Ones are vulnerable to sunlight. Damage against them is Enhanced when exposed to direct sunlight.
- Glamour: As a means of luring and tricking victims, a Dark One can alter its appearance to look like their former selves.
- Projectile Vomit: The Dark One expels a mix of bile and black blood upon their target (d6 Stress).
- Regeneration: 0 STR does not spell the end for a Dark One as long as the host’s brain is intact and there’s enough left of its body to function. Sheared limbs can act independently or even be reattached. If left alone after “death”, the dead flesh will reanimate, regaining its lost STR.
- Cleave: In order to kill a Dark One, they must be dismembered, have their head removed, or their brain destroyed.
- Injection: When a Dark One deals Critical Damage, their corruption spreads to the victim in an attempt to possess them. On top of the Wound, the victim must make a CTRL Save or take Fallout.
Dark Ones are incorporeal and parasitic beings that take residence in both living and dead flesh. As they consume their victims’ souls, they take more and more control. Through their corruption the Dark One warps and degrades their host, twisting them into a devilish fiend with bloodred eye, black blood, yellowed veiny skin, and sharp claws.
CREEPING FALLOUT - POSSESSION
Once the Dark One has infected its victim, its corruption spreads until it takes complete control. The only means of slopping this are removing infected flesh or banishing the creature. After an Investigator is infected, each time they would typically take Fallout, instead the corruption spreads, resulting in a new and worsening change.
- Phantom Limb: You lose control over one of your appendages. It’s subtle at first, responding sluggishly, until the corruption has spread and the appendage acts in rebellious defiance.
- Rot: Your skin begins to take on a yellow hue and your eyes go bloodshot. As your body begins to decay, it also grows stronger. +1d4 STR (max 18).
- Assimilation: The corruption has fully spread, turning you into a Dark One.
POSSESSED APPENDAGE
The appendages are commonly the first part of a victim a Dark One takes control of. In some cases, the changes begin there, with the appearance of an eye or mouth on the appendage. While removing the appendage can stop the spread of infection, the severed piece can still move and act on its own.
STR: 4 HP: 3
Scratch or Kick (d4)
RITUAL USERS
Humans that have gained access to rituals through dread means. Some enter into pacts while others have transcended mortality.
- Ritualists
- Witches
- Pact Warlocks
RITUALISTS
STR: 11 DEX: 12 CTRL: 14
HP: 4
Resonant Blast (d6)
- Grimoire: A book or recording device that stores Rituals that the Ritualist knows and has access to.
There is no unified look to Ritualists, as they blend into everyday society like any other person. At their most basic level, Ritualists are humans who have worked to gain access to resonant energies. Their study allows them to cast Rituals. Often mislabeled as wizards, magicians, or magic users, these students of resonant anomalies seek out new rituals to add to their grimoires as they seek out new knowledge and power.
1d6 RITUALIST RANKS
- Novice: A beginner who has just gained access to Rituals. While they have a Grimoire, they have only mastered 1d2 Rituals.
- Initiate: A Ritualist who has begun to crack the code on harnessing resonant energies. They have access to 1d4 Rituals.
- Adept: These ritualists have a depth of knowledge that makes them truly formidable. For many, this is the final rank they achieve as it gives them access to a deep well of power. They have 1d6 Rituals, STR: 12 DEX: 12 CTRL: 15 HP: 6 Armor: 1
- Master: Few achieve this rank, and often it is only done through the besting of other powerful Ritualists. Any true wizards of legend were in fact Master Ritualists. They have 1d8 Rituals, STR: 12 DEX: 12 CTRL: 16 HP: 8 Armor: 1
- Arch: Only a small handful ascend to this rank. They like to think themselves the keepers of knowledge and often impose strictures and edicts on lesser beings. They have 1d12 Rituals, STR: 13 DEX: 12 CTRL: 17 HP: 10 Armor: 1
- Supreme: There is only one Supreme. This level is akin to a Lich who never fractured their being. Time and age have stopped ticking for them. The Supreme Ritualist has a Grimoire with 1d20 Rituals, STR: 14 DEX: 12 CTRL: 18 HP: 16 Armor: 2
WITCHES
PRACTITIONER
STR: 12 DEX: 11 CTRL: 17
HP: 10 Stability: 2
Athame (d6)
- Rituals: The more powerful Practitioners have access to the Rituals associated with their practice.
- Arcane Knowledge: Practitioners have an immense knowledge of the supernatural, either through their direct practice or their network of association.
- Planar Purity: Practitioners are resistant to the corruption of Ritual use, Fallout, Dead Gods, and Resonant Artifacts.
Witchcraft has a history of being associated with inflicting harm upon others, however this is a long standing misconception, as the practice in-and-of- itself is relatively amoral. Many practitioners serve beneficial roles, healing others and the environment, though some choose to tap into this power for selfish or evil purposes to bring about personal gain or having been led astray by a malevolent entity.
PACT WARLOCK
STR: 10 DEX: 10 CTRL: 14
HP: 8 Armor: 1
Soul Dagger (d6)
- Boons: In exchange for the service, Pact Warlocks are granted strange abilities by their Patron. Depending on the nature of their bargain, this may be one or many.
- Rituals: Pact Warlocks have access to Rituals granted by channeling their patron’s power.
- Severed Soul: When a Pact Warlock deals Critical Damage, the Wound carves off a piece of the victim’s soul for the Patron. (d6 Stress)
Pact Warlocks are humans that have entered into a bargain with a powerful otherworldly entity for the sake of personal gain. In exchange for powerful boons beyond those of normal humans, they must bend to the demands of their patrons, providing some form of tribute through gifts or acting in service to the patron’s goals. Stories paint them as sorcerers or wizards who strive for knowledge and power, but the reality is much more varied.
FALLOUT: PACT
Your true name has been marked in the ledger of a patron, promising a great boon for your service. When you have fully ratified your agreement you will begin to receive your boon. Only time will tell what the true price will be.
DEAD GODS
The Dead Gods are ancient and immensely powerful beings from the cosmos that once laid claim over the material plane. They have long since been destroyed, banished, fallen dormant, or disappeared from the material plane and now only have a fractional foothold within our world. It is unclear where they came from, how they came to find our world, or what caused them to leave, but the scars of their attention can be found if you know where to look. While these entities are no longer living, they’re not truly dead either, as some form of their existence continues, either beyond the veil of reality or some fragmented piece that still remains a semblance of their former power.
CREATING A DEAD GOD
When creating your own Dead God, choose a concept, create physical manifestations/aesthetics that thematically align to that concept, and get as gross and weird with it as you can. These concepts will drive how you make Fallout, Rituals, Avatars, and servants for the Dead God. The aesthetic choices will help you reinforce the concept and tailor your creations to be something truly horrifying and dreadful.
ATTRIBUTES
Dead Gods are not entities that can properly be captured through Attributes. Their power extends beyond anything these numbers represent and dealing with it will not be something you can achieve with a knife or a gun.
ABILITIES
Dead Gods are incomprehensibly powerful, so they don’t typically align with the standard Abilities of other entities. However, their manifestations on the material plane are often limited in some manner, restricting their power. In these instances, Abilities should align with the nature and form of the Dead-God. These are like unadulterated Resonant Artifacts, all power with no drawback. You can reference the abilities of Resonant Artifacts and Rituals when writing abilities for a Dead God and their chosen.
LINGERING INFLUENCE
- Resonant Artifacts
- Corruption
- Children
- Echos
- Avatars
- Great Beasts
- Cults
- Rituals
RESONANT ARTIFACTS
Many Resonant Artifacts were created through a connection to a Dead God, becoming a physical manifestation of the entity’s resonant energies reverberating through time and space.
CORRUPTION
Fallout are often the result of minor fractures in reality that corrupt a living being, creating a living connection to a Dead God.
CULTS
It is commonplace for a cult to be built around a Dead God in some form or fashion.
RITES
Many cults have specific rites and sacraments they employ in order to deepen their bond to their Dead God. These rituals grant boons, and act in service of a greater purpose.
REBIRTH
Subtle influence over long amounts of time slowly builds to a series of events that can reconnect a Dead God back to this reality.
CHILDREN
Many posit that Greater Horrors are able to manifest in this reality due to the lasting scars created by the Dead Gods. The act of creating Lesser Horrors mirrors the toxic corruption that proximity to Dead Gods has on life forms.
Creating an Avatar:
Living vessels for the Dead Gods, Avatars are powerful, but still pale in comparison to the divine power of their progenitor.
- STR: 16 DEX: 12 CTRL: 16
- HP: 13 Armor: 3
- Weapon Attack (d10) or Area Attack (d8, blast)
- Rituals (link): Avatars have access to Rituals that have a thematic connection to their Dead God.
- Special Ability: Either a devastating ability that triggers upon dealing Critical Damage or a change that occurs upon taking Critical Damage.
- Special Ability: An ability that impacts how the Avatar moves, allowing it to ambush or get the drop on its targets.
- Boons: An ability that provides an enhancement to them or their followers.
Creating a Great Beast:
The Great Beasts are massive creatures, often with twisted forms that defy the conventions of nature.
- STR: 18 DEX: 14 CTRL: 18
- HP: 15 Armor: 4
- Weapon Attack (d12) or Area Attack (d10, blast)
- Special Ability: A devastating ability that triggers upon dealing Critical Damage or a change that occurs after taking Critical Damage.
- Special Ability: Choose 1-2 Rituals (link) that instead act as at will abilities.
- Special Ability: An ability that impacts how the creature moves, allowing it to ambush or get the drop on its targets.
SPECIAL ABILITIES
Accreditation: These abilities were originally adapted from Yochai Gal’s Cairn 2e Bestiary (CC-BY-SA-4.0). They have been rewritten to fit the Liminal Horror system and have an open license to use in your games and publications.
Below is a catalog of special abilities and unique critical damage triggers. These are used to make Horrors unique and pose interesting challenges for Investigators. They can be used when creating your own Horrors, or added to existing creatures to create unique challenges.
Special Abilities: Entities may also have abilities that trigger when dealing Critical Damage to an Investigator. While these will often be particular types of Wounds that are inflicted, they may also be additional actions taken by the Horror to leverage their advantage. The horrors may also have special abilities that trigger when they take Critical Damage, causing a physical or behavioral change instead of falling out of combat.
SPECIAL ABILITIES
- (Adjective) Gas: Nearby targets must make a DEX save to avoid the (adjective) cloud. On a failure, lose 1d4 STR and gain Deprived.
- Blink: Can instantaneously phase in/out of reality.
- Bloody Roar: Anything that can hear the roar must make a CTRL save or flee in fear.
- Bound: Their essence is bound to ____. They are unable to travel far from it.
- Charm: Target obeys ____’s command. CTRL save once per round (or if they take damage) to break free.
- Electric Charge: Deals 4 damage against a single target. Targets who have metal in their Inventory take double damage.
- Flesh Merchant: Will exchange rare items for fresh bodies.
- Harpy’s Song: Anything nearby that can hear the song must make a CTRL save or be charmed as long as they hear the song. Those charmed will follow and defend the source from threats.
- Healing Properties: Produces (type of bodily byproduct) that can heal 1d6 STR. 1d4 uses.
- Hideous Visage: Target is filled with dread, dropping HP to 0. CTRL save required to break the enthrallment (returning lost HP).
- Hypnotic Gaze: Target looking into ____’s eyes becomes hypnotized. While they are under ___’s will, they cannot be driven to violence they would not normally commit.
- Interdimensional Will: They have the ability to fly, shape shift, and shape matter.
- Obfuscate: Target becomes confused, slowly moving further from _____. Target makes a CTRL save once per round to break free.
- Perceptive: Cannot be surprised.
- Phoenix: When STR reaches 0, they erupt in a fiery explosion (d8, blast). From the ashes they arise after 3 days.
- Piercing: Attack damage applied directly to STR (ignoring HP).
- Psychic Blast: Living targets in the vicinity must make a CTRL save or take 1d4 Stress and lock-up until they make a successful CTRL save.
- Resonant Resilience: Their body must be destroyed thoroughly (flame, dismemberment, acid, crushed to a pulp, pulverized, etc) or else they will continue to fulfill their primal drive, regaining 1 STR.
- Resonant: Can cast the following Rituals at will: _, _, _.
- Revenant: Is able to continue despite devastating bodily harm. They will only stop when STR hits 0. If their heart is not completely destroyed with flame, acid, or powerful Rituals, they will fully reform in 1d4 days.
- Sensory Overload: Anything nearby that can hear the Wail must make a CTRL save or fall unconscious.
- Short Range Phasing: Can teleport short distances.
- Slumber: Can cast Sleep at will.
- Soul Conduit: ____ can survive material and metaphysical destruction, rebuilding anew, due to their binding their soul to an inanimate object. As long as that remains intact their essence will persist.
- Spatial Mastery: Can teleport a target in eyesight to a nearby location.
- Stony Gaze: Target, who remains in the eyesight of ____, slowly turns to stone over three rounds (first legs, then torso, then arms and head). Blood directly from ____ heart is required to reverse the petrification.
- Team Training: When they attack act as a squad, dealing Enhanced damage and attacks against them are Impaired.
- Trickster: The ___ can teleport, become invisible, shape shift, and bring inanimate objects to life.
- Troll-like: They will slowly regain STR (1d4 per day) even after being “killed” unless their body is burned in a forested clearing.
- Vampiric Regeneration: Can regain 6 HP if it drinks the blood of a living being.
- Warded (Mundane): Mundane attacks are Impaired against them.
- Warded (Resonant): Resonant Energies (such as rituals or Resonant Artifacts) require a successful CTRL save or it will dissipate.
CRITICAL DAMAGE TRIGGERS
These special abilities trigger when they deal Critical Damage. This is in addition to the resulting Wound.
- Amputate: Critical Damage caused by ___ results in an amputated limb (Wound). Any who sees this takes 1d4 Stress.
- Brainless: If Critical Damage is triggered, ___ will create an opening in the target’s skull. If an additional instance of Critical Damage occurs, ___ will rip the brain out of the opening, swallowing it whole.
- Constrict: Upon dealing Critical Damage, __ entrangles the target, pulling them up as they choke them. Suffocation will occur in a matter of minutes.
- Devastation: If ___ deals Critical Damage to a target, all STR lost become permanent.
- Devour: If __ deals Critical Damage they will begin to eat the target alive (target loses an additional d4 STR).
- Drained: If Critical Damage is triggered, the target becomes Deprived until they get restful sleep.
- Eaten Whole: If Critical Damage is triggered, __ will swallow the target whole, dealing an additional d6 STR damage from its stomach acid.
- Engulfed in Flame: If Critical Damage is triggered, the resulting wound erupts in flame, causing d6 damage per round until it is stopped or they are consumed.
- Gore: Critical Damage caused by ___ results in the Disemboweled (Wound). The target will die in 1d2 hours unless they receive medical attention. Any who sees this takes 1d4 Stress.
- Liquify: If Critical Damage is triggered ___ will inject a caustic venom, liquifying the target’s insides, resulting in a permanent d6 STR loss.
- Necrosis: When _ deals Critical Damage, all of the target’s Wounds become necrotic. They are Deprived and will die in d4 days unless it is treated. The body must be burned to prevent it from becoming undead.
- Oxidization: If Critical Damage is triggered, all metal on the target’s person rusts, becoming useless.
- Possession: If Critical Damage is triggered the target must also make a CTRL save or become possessed by the ___.
- Return to Nature: When ___ deals Critical Damage, the target begins to have plants grow out of their Wounds.
- Soul Leech: Upon dealing Critical Damage, the resulting wound also severs a part of the target’s soul. They lose an additional 1d4 CTRL.
- Spirit Drain: If Critical Damage is triggered, the target loses an additional d6 CTRL as their soul is slowly consumed by the ___.
- Spraying Blood: When __ deals Critical Damage, the Wound erupts in a geyser of blood, restoring any lost HP or STR by the ____.
- Toxic: Upon dealing Critical Damage, the target also becomes Poisoned. They will die in 1d12 hours if they do not receive a cure.
- Undoing: Attacks by ___ sever the binds of reality. Upon dealing Critical Damage, the target loses an additional d4 STR. If the target’s STR reaches 0, they untether from the material plan, becoming a ___.
- Vector: Upon taking Critical Damage, the target becomes infected with _.
RESONANT ARTIFACTS
Resonant Artifacts are seemingly mundane objects that are imbued with paranatural power. Within the fiction, these might also be referred to as arcane objects, relics, or “magic” items, but their unifying property is that they are intrinsically strange and dangerous.
Creating a custom Resonant Artifact is a simple process, as they only require a basic description, a means of activation, and an effect.
- Description: What does it look like? Most artifacts appear as mundane objects, but rare or more powerful ones could be strange and otherworldly. The form will affect how the object can be used and whether or not it can be concealed.
- Activation: How do you use it? Activation triggers are usually something simple that can be completed within the timeframe of a standard action, but they may not always be intuitive. This could be something physical (shaking, twirling, etc) or a command word/phrase that must be spoken out loud.
- Effect: What does it do? A typical artifact will have some utilitarian effect, allowing an Investigator to do something beyond their normal capabilities or enhancing their natural abilities. This can be related to the normal function of the object in some manner, but that’s not required. These abilities should be somewhat limited, as objects of this nature can only contain so much power, but the key is to give them something that allows for creative application by the player.
If you need to create a quick custom Resonant Artifacts just identify an item (anything in your periphery at the time is probably fine), pair it with an effect from one of the Rituals (link), and give it a simple activation. Alternatively, pilfer and steal magic items from the other RPGs on your shelf and give them a modern reskin.
EXAMPLE RESONANT ARTIFACTS
Here are some example Resonant Artifacts we’ve included with an open license (CC-BY 4.0). Use them as a reference point when creating your own:
METAL CUBES
A pair of shiny metal cubes with strange symbols scratched onto their faces.
- Activation: Fidget with the cubes, turning them around in your hands.
- Effect: All small untethered objects within 20 feet of the user slowly rise into the air, continuing to rise as long as the cubes are handled.
TERRACOTTA BRACELET
Small red beads on a thin hemp string.
- Activation: While wearing, rub the beads between the thumb and forefinger.
- Effect: When used your body can disassemble. Each part can move on its own and fully articulate. If the bracelet is removed before reassembly, they remain separated.
WIRE-FRAME GLASSES
A pair of worn glasses, the lens chipped and fogged.
- Activation: Wear as normal.
- Effect: Memories of the user fade from those that look at them, as long as they wear the glasses.
SILVER FLASK
Branded with a Seal of Solomon and an inscription that reads “Everything has a cost.” It contains enough liquid for d6 swigs.
- Activation: Pour a swig from the flask into the mouth of someone recently deceased.
- Effect: It will restore life to the dead body. The power for the resurrection is syphoned from 13 innocent souls, each 13 miles away from the flask.
TARNISHED GOLD COINS
Six gold coins with intricate geometric patterns pressed on one side. Worth a small fortune. A faint whisper, begging to be spent, can be heard by those who hold the coins.
- Activation: Spending the coins.
- Effect: You are immediately cursed with a Fallout.
PALE CANDLE
A taper candle of white wax. Only four inches remain.
- Activation: Light the candle and drip the wax between two objects.
- Effect: The wax will bind the two objects together, forever.
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 (link) 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 (link), 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 (link) 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 (link) 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.
FACTIONS
Factions are groups and organizations that either may come into direct contact with the Investigators during a scenario or have some connection to the horrors. These fall into two categories: minor and major.
MINOR FACTIONS
These factions are those with limited overall impact, straightforward goals, or ones where the individual NPCs are more important to the scenario than the specific faction they’re aligned with. For example, standard law enforcement will usually fall under this category, as their goal is straightforward and it’s typically one or two key members that will rise to the forefront in a scenario, with their personal goals being more important than those of their faction.
MAJOR FACTIONS
These factions are those more active within a scenario or have more complex motivations. As such, it may be useful to give these factions more defined details.
- Description: Who are they? Where do they come from? When were they founded? Are they secretive or is their existence public knowledge?
- Goals: What do they want? What are they willing to do to achieve this? What happens when they achieve this goal? What happens when they fail?
- Key Personnel: Who are the major NPCs within the organization? This list should include a mix of leadership and the folks who are the most likely to come into direct contact with the Investigators.
- Headquarters: Where is their base of operation? Do they operate satellite locations? How quickly can they respond when altered to a subject of their interest?
- Resources & Methods: What materials and resources do they have at their disposal? How do they leverage these resources to go about attempting to achieve their goals?
- Allies & Adversaries: Do they have any connections to the other factions? Who are they aligned with? Who are they starkly opposed to?
- Contracts: How do they relate to the Investigators? Do they have jobs or tasks available? Do they offer payment or use coercion?
EXMPLE FACTIONS
Here are three Factions we’ve included with an open license (CC-BY 4.0). Our hope is that these Factions can both serve as an exemplar template for your own Factions, and to serve as three pillars in regards to types of factions that typically show up in modern horror. Given the open license provided in this SRD, you can use them fully in your own publications.
- The Bureau (corrupt government organization involved in the weird).
- Panopticon (a perfect stand-in for evil mega-corp)
- The Archivist (a mysterious patron with connections to the weird and otherworldly)
THE BUREAU
The Bureau is a clandestine United States government agency that is tasked with controlling paranatural phenomena. The agency as it is known today was created in 1905 by the Roosevelt Administration due to pressure from several key government figures after the truth behind the assassination of President McKinley was leaked to them.
Due to the nature of their work, the Bureau operates outside of official oversight. While federal and state agencies are aware of the Bureau as an agency and the subsequent chain of command, their existence and operations are kept secret from the public and there are very few outside of the agency that are truly aware of their operations.
GOALS
The official directive of the Bureau is to “protect mankind from the threats of the Unknown”. In practice, this means safeguarding, controlling access too, and protecting all information related to the paranatural. This includes dimensional bleeds, planar anomalies, non-euclidean mathematical incursions, monsters, and “magic”. They also conduct extensive research in an attempt to better understand these phenomena and learn to utilize them to aid in the fight against the horrors.
The Bureau maintains jurisdiction on all matters paranatural or unknown, superseding all other federal, state, or local agencies. They can apply whatever scope and scale the current Director deems necessary to combat these threats, including the complete suspension of the civil liberties of normal citizens in service to “the greater good of humanity”.
KEY PERSONNEL
- John Harrison: Bureau Director
- Janet Garcia: Personal Aide to the Director.
- Dr. Stephen Gal: Executive Assistant Director of the Research & Development Branch.
- Dr. Cassandra Meadows: Head of Extraplanar Research.
- Harlan Fowler: Executive Assistant Director of the Security Branch.
- Emma Roan: Head of Investigations.
- Anna Reyes: Head of the Operations & Acquisitions.
- Lance Rogers: Head of Containment.
- Elias Hullux: Executive Assistant Director of the Administration Department.
- Hanna Yu: Executive Assistant Director of the Human Resources Branch.
- Amos Mortimer: Maintenance Director of the Monolith.
HEADQUARTERS
While the Bureau was originally based in Washington, D.C. upon their founding, their headquarters was officially moved to the Monolith in Seattle, WA in 1967 under the tenure of Director Greymoor.
The Bureau also operates field offices in a number of major cities throughout the country and maintains covert permanent and temporary monitoring stations in regions of frequent paranatural activity. Investigation teams may also set up within the offices of local law enforcement during coordinated operations.
RESOURCES & METHODS
As a government agency, the Bureau has been granted extensive federal funding. While other agencies and officials are vaguely aware of the Bureau’s existence and authority, few know of their true scope and operation, which allows for their funding to be tucked in as forgotten line items among national defense bills.
An extensive budget, scope, and access to paranatural resources allows for a wide range of methodology. Common operations include containment, field testing, extraction, extermination, counter-intelligence, psyops, and the application of paranatural abilities. The Bureau is also authorized to commandeer any local police resources deemed necessary for an operation.
Objects and entities that are deemed a significant threat are either terminated or captured and held in containment in the Monolith for further study. This includes an extensive collection of Resonant Artifacts (link), which are occasionally wielded by agents during investigations.
While the Bureau is a U.S. agency, their reach extends into a number of other nations, often without official approval.
ALLIES
Due to the chain of command, the Bureau often works directly with federal and state agencies. There have also been rare occasions when they contract with para-military private organizations for particularly dangerous jobs.
ADVERSARIES
As an official government agency, the Bureau naturally stands opposed to those that meddle with the paranatural.
CONTRACTS
While the Bureau is well equipped and well staffed, their reach and resources are not unlimited. They will often employ contractors to manage “low risk” investigative work that would otherwise pull agents from more important tasks. These contracts rarely offer more than cursory details and threat assessments, but the pay is moderate and per diem is offered if the appropriate paperwork is submitted.
The Bureau prefers to give cases to reliable individuals, so there’s always more work for those who succeed, and they will often use the promise of potential future full time employment as incentive. However, the Bureau keeps a close eye on contractors, even well after the terms of their contracts are up.
Below are some common contract types:
- Resonant Artifact containment.
- Destruction of threats to humanity.
- Seizing or capturing assets that may be useful to the Bureau.
- Gathering intelligence for potential Bureau intervention.
THE BUREAU NPC STATS
AGENT
STR: 10 DEX: 12 CTRL: 14
HP: 4 Armor: 1
Service Pistol (d6) or Taser (d6, non-lethal)
- Requisition: While in the field, an Agent can request the necessary supplies to complete their objective. Requires access to cell service, the internet, or a field office and an hour to complete the paperwork. Basic goods arrive within 1d6 hours. More complex or specialized goods arrive within 1d12 hours or more.
- Reinforce: With a radio call, an Agent can summon 1d4 Operators if any are in the vicinity. They arrive in 1d10 minutes.
Black suits, black ties, and dark sunglasses, Agents are the Bureau’s backbone. Field investigators, desk workers, scientists, intelligence, and counter-intelligence Agents perform all the necessary investigative work to achieve the Bureau’s prime objectives.
OPERATOR
STR: 14 DEX: 12 CTRL: 9
HP: 6 Armor: 2
Variable Weapons
- Squad Tactics: When 3 or more Operators attack a single target, their damage die is Enhanced.
Armed and armored, Operators are the Bureau’s muscle. Special forces, security guards, and medics, Operators are charged with keeping Agents and Sonorous safe, both in the field and in the offices.
OPERATOR LOADOUTS
- Assault Rifle (d8, bulky), Under-Barrel Grenade Launcher (d6, blast), Tactical Knife (d6, quick).
- Shotgun (d8, bulky), Grenade (d8, blast), Retractable Baton (d6).
- Stun Baton (d6, non-lethal), Tear Gas (d6, blast, non-lethal), Gas Mask, Riot Shield (+1 Armor).
- Trauma Kit, Field Diagnostic Equipment, Battlefield Medicine, Service Pistol (d6).
- Drone, Cell Service Jammer, Bluetooth Signal Hijacker, Mobile 3-D Printer, Service Pistol (d6).
- Rocket Launcher (b8, blast, bulky), Service Pistol (d6), C-4 (d8, blast).
SONOROUS
STR: 8 DEX: 10 CTRL: 16
HP: 3 Stability: 1
Service Pistol (d6) or Resonant Artifact
- Pallesthesia: Sonorous can sense when a Resonant Artifact or dimensional anomaly is near.
The Sonorous are the Bureau’s bloodhounds, able to sense the resonant frequencies associated with Resonant Artifacts and dimensional anomalies. This ability is very rare, so only a handful are deployed into the field at one time and not all of them are employed by choice.
ASSETS
There are some horrors that the Bureau has deemed to be “too useful to destroy”. These horrors are captured and bound into service, often against their will for those that maintain some semblance of sentience, and are deployed alongside Bureau agents to fight the most dangerous threats to humanity.
While Assets can be anything from humans with strange abilities to warped and twisted creatures, common types are listed in the table below.
TRACKED
By default, Assets are implanted with a tiny device that monitors their location and biological activities. More dangerous Assets may also be fitted with a “behavior modification” collar to make them easier to control.
PANOPTICON
Panopticon is a massive conglomerate that started with the merging of a data analytics firm and an insurance company. One of the few true megacorporations of the modern age, their internal structure and scope is so wide and varied that many portions of itself operate without the knowledge of what the other divisions are doing.
Due to a clever insurance adjuster’s astute investigation in the early 1900s, Panopticon was able to discern the existence of Resonant Artifacts and other strange incursions. Keeping it a closely guarded internal secret, they used this knowledge to grow, acquiring a wide range of businesses in order to leverage the opportunities offered by harnessing the strange. Their research has allowed them to reverse engineer a small fraction of the power of the Artifacts, leading to the creation of cutting edge innovations.
GOALS
Panopticon’s primary goal is profit stabilization and growth, with many departments harnessing Resonant Artifacts and other paranormal forces. Their approach to these resources is through a lens of them being manifestations of scientific concepts not yet fully understood. They believe they are the only ones with the resources and understanding to safely use these unstable-variables. Many employees leverage the opportunities for their own personal gains and pursuits, often in opposition of their peers.
Each department and division functions as its own entity in service of benefiting the whole. While opinions on exactly what is beneficial to the entire organization often varies, the entire operation must bend to the will of the Board of Directors.
KEY PERSONNEL
- Samantha Palmer. Director of Operations and Chairperson of the Board. The true decision maker in the company.
- Nicholas Allen. Research and Development. Coordinates progress across all subsidiaries towards a common goal.
- Matthew Kim. Mergers and Acquisitions Director. Has an eye for potential.
- Ryan Segal. HR Coordinator. Struggles to coordinate the HR managers across all divisions.
- Beth Allen. Comms director. Secretly a devout member of the Church of Celestial Science.
- Winston Neff. Heads the legacy insurance division. Works closely with data analytics to comb claims for signs of potential assets.
- Kay Brake. Pharmaceutical division head. Functionally immortal.
HEADQUARTERS
While Panopticon was initially founded in New York, in 1918 they built their West Coast operations hub in Seattle, Washington. By 1972 a majority of their administrative capacities officially shifted to a new facility at the Apeiron Campus. The hub is a massive state-of-the-art campus that has grown significantly over the years, with a majority of divisions having offices kept on the main campus. Their headquarters is always expanding, both up and down, in order to accommodate the need for growth. A world renowned research lab and archive is housed there.
Given the scale and number of acquisitions in recent years, most major cities and towns in the US have an office, research lab, or distribution hub for Panopticon or one of its subsidiaries in their borders, and they’ve begun expanding significantly overseas in the last decades.
RESOURCES & METHODS
Panopticon’s size and scope allows them to shift financial assets under the table without regulators catching wind, giving them access to a variety of off the books resources. They also have massive influence in governments across the globe that allow them access to extra-judicial opportunities for action.
They maintain strict compartmentalization in order to keep information from leaking out to the public by means of spreading through the different departments. This means that most departments are unaware of what their counterparts are working on, but has also spurred intense competition between department heads on who can achieve their corporate milestones. As a result, many of the middle and upper managers have their own unique goals, interests, and ideas that drive their pursuits.
While Panopticon has their hands in everything from federal security to e-commerce, the attention of the Board is most focused on their technologies department and their research into Resonant Artifacts. The work has hit a period of stagnation as of late, so in order to meet growth metrics, the company has begun financing fringe groups, unorthodox scientists, and cults in order to increase the likelihood of a breakthrough.
ALLIES
Many department managers prefer to use para-military sub-contracts, as it allows them to keep operations off the books. Panopticon has been known to enter into co-ventures with both the Devotees of Bael (link) and #the-barrons (link).
ADVERSARIES
Panopticon is often in direct opposition to the Bureau (link), believing that paranatural resources are best left in the hands of the private sector. Panopticon typically resorts to using proxies to interfere with Bureau affairs. Another group that is a constant thorn in the side of Panopticon are the Knights of Amelioration (link). There is also an almost universal disdain and confounding when the entity labeled the Archivist (link) comes into play.
CONTRACTS
Panopticon’s wide array of departments, internal goals, and needs means there is ample opportunity for contract work. The pervasive culture of success and growth by any means often puts departments at odds with each other. Due to their internal struggles, coupes, acquisitions, and vendettas mean that outside proxies are often needed in order to operate in secret.
The most common contracts revolve around either asset recovery or information acquisition. Panopticon has ample resources and will pay handsomely after events in order to obtain what they need. No approach is off the table, so when money does not work, another form of payment or leverage may be used.
Below are some common contract types:
- Resonant Artifact acquisition.
- Information gathering.
- Containment and delivery of interdimensional beings.
FACTION STAT BLOCKS
JUNIOR EXECUTIVE
STR: 10 DEX: 10 CTRL: 12
HP: 3 Armor: 1
Pistol (d6, discreet)
Future middle managers, the Junior Executives are Panopticon’s eyes on the ground. Often wearing clothing appropriate to the situation, but well tailored as to denote an almost chameleon like uniform, one of the primary roles of a Junior Executives is to act as a department liaison for field operations. This level of autonomy and lack of direct oversight makes a perfect opportunity for Junior Executives to make bold plays in order to drive their careers.
UPPER MANAGEMENT
STR: 10 DEX: 10 CTRL: 14
HP: 5 Armor: 2
Silenced Pistol (d6, discreet)
Dressed in tailored best, or what is currently fashionable for the corporate elite, Upper Management personnel take their positions as department or subdivision heads seriously. With resources and teams at their disposal, they will not hesitate to leverage their position to get what they want.
BOONS
Most people who have achieved this high position in the company have come in contact with Resonant Artifacts or other dimensional anomalies. Their proximity to the strange has gifted them boons that they use to maintain their position. These assets vary, and are one of the cruxes of their positions.
d6 Assets
1. Resonant Artifact (link)
2. Rituals (link)
3. Fallout (link)
4. Contained Lesser Horror (link)
5. Contained Greater Horror (link)
6. Pact (link)
ANALYST
STR: 11 DEX: 14 CTRL: 14
HP: 8 Armor: 1
Sonic Amplifier (d6, blast, nonlethal)
The true backbone of Panopticon, Analysts are the technicians, engineers, and scientists that research and develop the company’s products. More laid back than management, Analysts are often far more interested in their paychecks or personal research than having blind corporate loyalty.
PROTOTYPES
Analysts are typically found in the field if they are testing a new prototype. Some of the projects result in unfortunate side effects, resulting in a variety of Fallout (link) for those that have been with the company for an extended period of time.
ASSETS
Growth is progress, and Panoption’s ever expanding nature gives it a plethora of assets with which to work with. From fiscal, material, human, and otherworldly resources, each part of the business serves the goal of expansion.
HUMAN
Given the size and scope of the Panopticon portfolio, the company and its subsidiaries have access to a wide range of employees with a variety of skills.
- Researcher STR: 9 DEX: 12 CTRL: 12 HP: 3
- IT STR: 11 DEX: 9 CTRL: 10 HP: 3
- Warehouse: STR: 13 DEX: 12 CTRL: 8 HP: 4
- Scientist: STR: 10 DEX: 12 CTRL: 14 HP: 4
- Office Worker: STR: 10 DEX: 12 CTRL: 14 HP: 4
- Receptionist: STR: 10 DEX: 12 CTRL: 14 HP: 4
OTHERWORLDLY
Panopticon strives to harness and replicate objects and beings associated with dimensional bleed. They will harvest them for parts, utilizing every bit possible in the name of progress. Panopticon views human collateral damage as an acceptable cost of harnessing otherworldly assets.
› Resonant Artifacts: The two primary approaches are using Resonant Artifacts for corporate gain and attempted artificial replication of Resonant abilities.
› Horrors: Researchers use a variety of approaches in order to learn from, replicate, and modify horrors to make them usable assets. One approach currently in vogue is Algorithmization, merging lobotomized horrors with a server farm in order to create an Artificial Interdimensional Intelligence.
› Fallouts: Deliberate exposure of employees to dimensional bleed is used in order to facilitate fallout acquisition and study their potential use.
THE ARCHIVIST
The Archivist is a faction of one, often presenting himself as a journalist, a writer, or sometimes a private eye. His extensive network of Investigators is ever growing, much to the frustration of his adversaries, though his true nature remains a mystery. A common theory is that the Archivist is an otherworldly entity of some sort, as there are at least five reported instances of enough physical harm befalling him that no human should be able to survive.
GOALS
The Archivist’s goal is to catalog and understand paranatural threats. He strives to obtain Resonant Artifacts and other dimensional anomalies to keep them safe, storing them in the archives in order to provide an external resonant order to them.
The Archivist has cultivated relationships with many who he then recruits to act as his Investigators out in the field. Bringing others into the fold, opening up the mysteries in order to entangle them seems to be a tertiary goal. The number of active Investigators that he employs fluctuates depending on active recruitment effort. Some joke that the Archivist collects people tainted by the strange as much as the anomalies themselves.
HEADQUARTERS
The exact location of the warehouse is unknown. Bureau records theorize that it must be an interdimensional space as it seems to exist in multiple places at once. The warehouse is massive, consisting of a web of interconnected storage rooms and basements. The main room is packed full of items of various sizes, spanning most recorded history. There is seemingly no rhyme or reason to the distribution of items other than to create winding pathways through the space, hopping from alcove to alcove. Most items seem normal upon first glance, as if being stored there soothes the resonant energies within. It is nearly impossible to tell what is simple antique vs a dormant Resonant Artifact.
RESOURCES & METHODS
Given that his primary goal is to collect evidence in all its forms, all of his extensive resources aim to make that a reality.
Often the Archivist will use paranatural events as a means of recruitment. By helping those touched by the weird, he places himself in the role of “Patron.” The Archivist will provide information, resources (money and/or Investigation Kits) to aid in investigations. It is rare that the Archivist will take to the field himself, he typically employs others.
His extensive collection provides a fairly comprehensive ability to offer aid but, often to the frustration of Investigators, the how and what form that aid comes in follows a logic all its own.
ALLIES
The Archivist has been known to aid the pursuits of the independent Investigators as their goal to uncover truths often aligns with his own. While not directly aligned to any of the other major factions, the Archivist has been known to cultivate relationships with members of each faction. These direct connections are often kept secret from their respective organizations and are the Archivist leveraging a specific need of those employees, creating a connection that can be used down the line.
ADVERSARIES
Given his massive collection of dimensional anomalies, his constant recruiting of others to become Investigators, and their inability to contain or control him, the Archivist is often in direct opposition to the other major factions. The Bureau (link) classifies him as a potential anomaly and has a warrant out for his arrest, Panopticon (link) covets his rumored archives.
CONTRACTS
The Archivist’s pursuit of knowledge and acquisition make him a perfect patron to those Investigators looking to battle the weird, or learn more about a mystery that has plagued them. He will provide direct support, providing information and connections, driving the Investigators into situations that drive the deeper and deeper into the strange. Some tasks the Archivist has been known to give Investigators are to:
- Investigate strange occurrences that are plaguing a town.
- Destroy or contain dimensional anomalies.
- Acquire Resonant Artifacts.
CULTS
Cults are relatively small human organizations bound together by strange beliefs that strive to access terrible powers. What sets cults apart from other organizations in their fanaticism and the lengths they go to complete their goals.
CREATING YOUR OWN CULTS
To create a custom cult, begin with a few simple elements; a goal to unite them, a resource they leverage in pursuit of power, and their internal hierarchy. This serves as the foundation to build off of. To broaden their scope and give them greater characterization, consider whether they’re directly aligned with a Horror and if they have any special Rituals that set them apart from other organizations and cults.
CULTIST
STR: 11 DEX: 10 CTRL: 8
HP: 4
Dagger (d6) or Gun (d6)
- Rituals: There is a 1-in-6 chance that a cultist has access to Rituals (link) granted by their specific communion.
- Devout: Something about the teaching of the cult has drawn the cultist in, and so they give of themselves completely.
- Safety in Numbers: Cultists are rarely alone, as power is derived in number, and it is hard to waver if always with another.
d8 CULTIST RITUALS
Some cultists gain access to Rituals (link) through their sacraments and rites.
- Curse: Alter the fate of another individual by reducing one of their Attributes by d6 for the duration.
- Channel Horror: Bind yourself to a creature beyond the veil, gaining some of its power. Add d6 to an Attribute while active.
- Mirror Step: You create a portal out of a mirror, allowing you to enter the Mirror Dimension.
- Staining Mark: You place a mark on an object or being. For the Ritual’s duration, you can see their location, across any distance or space.
- Edema: Fill a target’s lungs with fluid. The target takes d4 damage every round until they can pass a STR Save to expel the fluid.
- Blood Forge: You extract your blood and coalesce it into a weapon, making your next attack Enhanced. Take d4 damage.
- Apotropo: Creates a protective barrier against other Rituals for the duration.
- Static Shock: Energy cascades from your fingertips in multiple arcs. It is difficult to control and aim, dealing blast damage and hitting all individuals within the target area.
d10 RITES AND SACRAMENTS
- Create a Greater Horror to be their champion.
- Summon a Greater Horror to receive a blessing.
- Bind Lesser Horrors to their service.
- Scry the location of a Resonant Artifact.
- Fortify their body and souls in order to survive contact with their Dead God.
- Manifest prophetic visions.
- Open a gate or portal to another dimension or plane of existence.
- Bestow a boon upon the congregation.
- Bind a Resonant Artifact to their will.
- Transforming a human into the embodiment of a Dead God.
CULT GENERATOR
d12 | Name A | Name B | Lead by |
---|---|---|---|
1 | Order of | The Crimson Moon | An elderly man |
2 | Knights of | The Golden Coast | Identical twins |
3 | Brotherhood of | Ordo Aspecto | A false prophet |
4 | Society of | The Red Sand | A board of directors |
5 | Devotees of | The Double Leaf | An embalmed corpse |
6 | Confederation of | Divine Salvation | A former priest |
7 | College of | The Gilded Apostles | A politician |
8 | Union of | The Black Dragon | A famous celebrity |
9 | Defender of | The Azure Vault | A small child |
10 | Association of | Druidic Scholarship | A dog |
11 | Military Order of | The Reincarnated Divine | A grandmotherly woman |
12 | Fellowship of | Empyrean Apocalypse | Seemingly no one at all |
d12 | Uniform | Resources | Goal |
---|---|---|---|
1 | Hooded cloak | Resonant Artifacts | Summon |
2 | Shining armor | Human capital | Gain power |
3 | Business suit | Direct link to a horror | Transform themselves |
4 | Tracksuit | Business connections | Break their humanity |
5 | Coveralls | Prophecy | Acquire Resonant Artifacts |
6 | All pink everything | Strange powers | Create Resonant Artifacts |
7 | Elaborate face paint | Rituals | Maintain power |
8 | Holy symbols | Incredible wealth | Worship |
9 | Animal pelts | A large cache of weapons | Punish |
10 | Military gear | Friends in law enforcement | Grow their ranks |
11 | Elaborate mask | Legitimate fronts | Destroy the government |
12 | Yellow gaiter | Hypnotic conversion | Sacrifice victims |
EXAMPLE CULTS
Here are three Cults we’ve included with an open license (CC-BY 4.0). Our hope is that these Cults can serve as an exemplar template for your own custom Cults. Given the open license provided in this SRD, you can use them fully in your own publications.
KNOWN CULTS
- Knights of Amelioration
- Devotes of Bael
- The Barrons
KNIGHTS OF AMELIORATION
A secret order whose main goal is to help humans toward fulfilling their “Promise of Progress”. Centuries old, this group lacks the pomp and structural resources of other cults. Members often act alone or in small groups, seeking to influence events with the goal of “betterment through progress”.
NOTABLE MEMBERS:
- James David: Former mayor, he is currently running to be a state representative in the Oregon House. A true believer that humans alone will achieve the “Promise of Progress”.
- Clyde Jacobs: A truck driver, he comes from a long line of Knights. He has the uncanny ability to smell dimensional anomalies.
THE RITE OF THE BOUNTIFUL HARVEST
The Knights seek Resonant Artifacts and those touched by other planes for the express purpose of shattering their influence and reforming it in service of mankind.
ASSETS
- Many politicians and public servants are secretly Knights. Their level of dedication may vary, but they draw a lot of membership from these fields.
- Known Rituals: Some members have access to Divination (link).
- The Swords of Amelioration: An rusted short sword used by the Knights to shatter Resonant Artifacts. Unbeknownst to them it was forged in Living Flame.
DEVOTEES OF BAEL
A group who leverage their connection with their patron, Bael for wealth and prosperity. Bael is a major Devil whose material form was banished long ago. Maintaining that bond comes at a terrible price. Some members hope to bring Bael in the flesh.
NOTABLE MEMBERS:
- Cheryle Carter: A CEO who has launched two different successful MLM businesses, one is beauty and wellness while the other is lifestyle coaching.
- Henry Sanz: Serves on both the local and regional board of SW Homeowners Association.
THE RITE OF THE QUICKENING
The Devotees attempt to summon aspects of Bael and his subjects in order to gain material boons, including personal power, wealth, and influence.
ASSETS
- Membership requires substantial tithe from each cultist. This tithe is both financial, which leads to a considerable operations capability, as well as a tithe of flesh. The ritual to summon the boons of Bael is simple but requires human sacrifice.
- Some members know the ritual Evocation (link).
- A temple to Bael has been built and perpetually added to for the past 40 years. Each year new additions are added. No one resides in the complex.
THE BARRONS
A family of individuals not related by blood who take on the Barron surname. They have immense wealth and connection, exerting their influence to bring about “The Sundering”. Their investments entangle them with multiple other cults and organizations, often through hidden channels.
NOTABLE MEMBERS:
- Harold Barron: Runs an extensive shipping empire Barron Logistics, much of which is off the books.
- MacKenzie Barron: A dedicated philanthropist who uses wealth to provide grants for academic research and expeditions.
RITE OF THE SUNDERING
The Barrons manipulate both people and cosmic forces in order to create tears and fragments of the material plane, making otherworldly incursions more likely.
ASSETS
- Their businesses reside in a family trust. Success and growth over time has provided them immense wealth and connections with other organizations.
- Currently, Barron Logistics is heavily invested in Panopticon’s operations at Evenson Factory.
- Some members know the ritual Essence Transfer (link).
- The Barrons use the ritual of Essence Transfer to keep their souls alive in new bodies.
MODULAR RULES
One of the major draws of Liminal Horror is that its modular build allows it to adapt to multiple different formats, styles, and genres with minimal tweaking. Below are three different alternative play styles that can be included in your scenario to reinforce a particular concept. They are fully compatible with the Liminal Horror Core System and given the open license can be included in third party publications. Some of these sub-systems add on or replace core playstyles. You can use them as a starting point to tweak and create your own sub-system to include within your scenario.
- Documentary Mode
- Dwindling Party
- Item Tags
- Conditions
- Whisper Cards (The Mall)
- Claimed Locations (The Bloom)
- Kidnapping (Hungry Hollow)
DOCUMENTARY MODE
Documentary Mode is a supplemental toolkit that creates a custom framing for scenarios where players take the role of a production crew on the search for that killer shot of the supernatural and weird. Beyond simple survival, Documentary Mode shifts the focus of play towards attempting to document the truth, or at least capturing compelling moments on camera that can be used to make a groundbreaking end product. To get the shot, the Investigators will need to push into the dark places and face the horrors head-on, sometimes bending the rules or laws in order to uncover what is really going on.
DOCUMENTARY BACKGROUNDS
In lieu of the standard Backgrounds and Archetypes, have the players create their Investigators with Backgrounds based on the roles they will be taking in the film crew. Choose from those below, or create your own custom Backgrounds, and fill in additional character details as needed. If playing with a small crew, the characters may need to take on multiple roles and be strategic with which equipment gets left in the van, or they can hire on Associates to lend a hand.
- Camera Operator: Shoulder mounted digital camera (bulky, Shots), tripod, programmable auxiliary camera (Shots), video cables.
- Audio Technician: Portable six-track audio recorder (Shots), clip-on mics, extendable boom & mic (bulky).
- Gaffer: Two lightweight LED panels w/ tripods (bulky), battery packs, light sensor, gaffer tape.
- Producer: Laptop, $5,000 cash, handheld digital camera (Shots), tape measurer, laser pointer.
- Director: Notebook with shotlist, walkie with earpieces for the whole team, digital camera (Shots).
- Correspondent: Makeup, notebook, bag with three outfits, handheld audio recorder (Shots).
- Grip: Multi-tool (d6), lifting straps, utility knife, zip-ties, electrical tape.
- Location Scout: Lockpick set, bolt cutters, powerful flashlight, notebook.
- Safety Officer: First-aid kit, binder of building codes, portable fire extinguisher, hi-vis vest.
- Production Assistant: A dozen water bottles, bagged lunches for the crew, sunscreen, a pack of napkins, portable charger, spare memory card, backup battery.
CREW FRAMEWORKS
Along with their Background, the Investigators need to determine the type of production they are part of and how their end product will be distributed. That will influence how they approach their scenarios and the potential consequences of failure. Choose one from the list below or create one of your own.
NETWORK TELEVISION
You work for This Mysterious Life, an episodic paranormal investigation show. Your first season actually made it on air, but unfortunately was met with less than stellar viewership and middling reviews. The studio has given you a chance to right the ship and produce a second season, but you’re on a tight leash and are in danger of cancellation.
Establishing Questions:
- You have a “guardian angel” at the studio who was able to convince the other executives to get you a second season. Who are they?
- There was an episode of season 1 that was filmed, but never aired due to difficulties encountered during production. What happened?
INDEPENDENT
With the rise in true crime and creepypasta, you’ve decided to take the leap and produce your own paranormal videos that will be released straight onto video platforms, hoping for that slice of viewership and fame. You’ve invested big and got all the equipment, now you just need to capture some film that will stand out from the crowd. Who knows, maybe you can generate enough attention to get a studio to sign you on for a proper show with actual funding.
Establishing Questions:
- What’s your channel name?
- You made a great sacrifice in order to make this happen. What did you give up? What do you have to lose if this falls through?
CORPORATE
While technically independent contractors, the vast majority of your work comes from one client: Panopticon. As far as it goes, the jobs are generally straightforward. They send over a contract with a list of filming requirements, you shoot those requirements and hand over a finished copy. The pay is good and they even cover expenses if you keep itemized receipts. The majority of the jobs are boring stuff like documenting the public launch of a new product or an employee retreat, but every so often you get the strange assignments. Abandoned warehouses, dust covered laboratories, open fields, etc. The job pays well, but it doesn’t pay to ask questions.
Establishing Questions:
- There was a job where you failed to fulfil your contract and yet Panopticon paid out anyway. What happened on the job that led to failure?
- While on a job, you found something you all agreed to forget all about and not capture on film. What was it?
FOUND FOOTAGE
This framework works differently than the others. Instead of intentionally setting out to document the horrors, Found Footage involves Investigators unexpectedly getting caught up in the horrors, using cell phones and personal camcorders to document their experiences with the hopes that someone will find the footage if they were to perish. Instead of Documentary Background, begin with standard Investigators.
FILMING PHILOSOPHIES
There are a variety of ways a crew can approach their filming and production to support their artistic expression. When putting together a crew, consider how your philosophy will influence your choice of Investigator, equipment, operations, and audience. Of course, these grand ideations may go to hell once the horrors make their appearance.
- Participatory: Focuses on the interaction between the filmmakers and their subjects. Very interactive and directly engages with the subject.
- Observational: Filmmakers observe their subject in order to capture the truest state of their reality. Sometimes viewed as being a fly-on-the-wall observer of the subject.
- Expository: A more straightforward approach that operates with a specific viewpoint on a subject, gathering evidence to support it. Photos, facts, recreations, and voice overs are common tropes.
- Poetic: A more experimental mode that leverages visuals and style to illuminate inner feeling and truth. More focused on striking visuals and a sometimes non-linear style to be steeped in mood, tone, and feeling.
- Reflexive mode: Highlights the relationship between the filmmaker and the audience, providing a glimpse into the process of making the documentary and its specific perspective.
- Performative: Frames the filmmaker as the central character in their exploration of the subject.
PHASES
Documentary Mode has three distinct phases of play.
DEVELOPMENT
The period prior to the investigation where the crew has a chance to discuss their objective and filming philosophy, lay out their anticipated timeline and budget, acquire necessary equipment, and hire additional help as needed. The crew will need to lean on their research and contacts to identify potential investigations and start planning out the desired shots.
INVESTIGATION
The primary focus, where the crew put their skills and planning to the test as they attempt to collect usable audio and video while beset by strange horrors.
POST-PRODUCTION
If the crew survived the horrors, post-production is the period where they can review their work to determine if they achieved enough successful shots to produce an appealing final product.
GETTING THE SHOT
Once in the field, the filming process is fairly straightforward: set up the equipment, make your shot, then move on to the next. One of the most important aspects is determining what to prioritize, as time and resources are limited. Preparation and coordination are crucial to getting the perfect shot. Use the Development Phase to scope out ideas and plan certain shots to save time in the field, as coordination may be difficult in the heat of the moment. It’s also important to keep in mind that while most camera models have a built-in microphone, getting the perfect shot requires both clear video and audio components.
SHOTS
Each audio or video recording device can store 5 Shots, which represent an abstraction of the film, memory, and battery power of the device. Shots are assumed to be several minutes of recording that would get edited down into a usable scene. Additional film/storage/battery packs can be carried in an Inventory Slot. Each filming attempt uses up one of the device’s Shots, regardless of whether or not the attempt was successful. Items that can record have the tag (Shot).
DANGER
Documenting the strange and weird is dangerous. In addition to the risk of bodily and metaphysical harm, the high stakes and tense situations introduce chaos to the filmmaking process, which could ruin the end product. During high risk situations, the crew may need to make Saves to try and capture their footage. Having tools such as lighting, equipment, and taking time to set up may help mitigate the risk, but the Facilitator should weigh the situation and see if a Save is required.
Some resulting outcomes of failure could be:
- Lost or corrupted footage
- You need to stay in harm’s way longer to get the shot
- Broken equipment
- Bodily harm
- Stress
COMBAT
In an ideal situation, filming would be conducted without any direct danger for the crew. But diving into dark and twisted locations to face the unknown is far from ideal. There may be instances where the crew come face to face with horrors that wish them harm. Unfortunately, this may also be the best opportunity the crew will get to capture footage of those horrors.
An Investigator cannot effectively use a weapon and operate camera equipment at the same time. Operators and technicians must balance staying out of harm’s way while still staying involved enough to capture usable footage. When it’s their turn in combat, the operators and technicians should narrate their attempts to stay safe while capturing footage. They may still need to make Saves even at the periphery of the encounters depending on their chosen actions. It’s the rest of the crew’s job to provide cover and keep the horrors’ attention occupied. That is, if they’re not just trying to save their own skin.
When engaged in combat, a single Shot can cover a standard encounter as long as the camera operator is able to keep filming for the duration of the combat encounter. The Shot fails if the operator prematurely stops filming or takes damage to an Attribute, though some footage may still be salvageable. This same logic holds for any supporting audio component.
If a Shot fails, all of the operators and technicians directly involved take 1 Stress. If the encounter is still ongoing, they can try again by setting up another Shot.
TYPES OF FOOTAGE
A good show tells a story and sells a narrative to the audience, even a documentary. A crew should prioritize a balance of footage to ensure they have enough to build their episode during Post-Production, keeping in mind the Shots they have at their disposal. Below are some general types of audio/visual shots that the crew can attempt to set up and record during the session. Note that the Shots they ultimately choose to attempt will impact their overall success.
- B-Roll: These support shots are used to help fill in the gaps during editing to reinforce the main plot line. While B-Roll is often inconsequential footage such as location exteriors, it must be justifiably relevant to the investigation at hand.
- Failed Shot: An unsuccessful attempt at recording the horrors. Some of the material may still be salvageable as B-Roll or supporting evidence.
- Place of Interest: A recording of important places to the subject matter that may help uncover clues toward the larger mystery.
- Person of Importance: Getting direct footage of important people to the subject is key. Depending on the documentary style this may be through direct interactions like interviews, or indirectly through recorded video of them or hidden audio recordings.
- Indirect Evidence: Records that provide some tangential evidence of something strange or illegal going on. These often act as a setup for a larger payoff. They still leave room for doubt or connection to a different explanation.
- Poor Quality Evidence: Capturing a direct shot of violence, the weird, or illegal activity while lacking a steady hand or clear secondary audio/video. The worse the quality, the more open to skepticism the evidence becomes.
- High Quality Evidence: Evidence that is tangible and specific. Clear audio and video. The proof is hard to dispute.
RATINGS
Not all footage is going to be of equal quality and usefulness. You could theoretically build an episode entirely out of B-Roll, but you’d better have a hell of a good framing for it all if you want a positive audience reception. To account for this, each of the Types of Footage have been assigned a Rating based on their level of importance to the final product.
During the session, have the players keep a collected list of their attempted Shots and assign each attempt a Rating based on the guidelines below. At the end, these will be compiled and reviewed during Post-Production to determine if the crew were able to capture enough footage for a successful final product.
RATING POINTS
- B-Roll: 1 point
- Failed Shot: 1 point
- Place of Interest: 2 points
- Person of Importance: 3 points
- Indirect Evidence: 3 points
- Poor Quality Evidence: 4 points
- High Quality Evidence: 6 points
POST-PRODUCTION
Once the horror has subsided and the crew have made it back to safety, it’s time to compile their final product! That is, assuming their equipment and footage survived alongside them.
Consult your list of Shots and as a group take a few minutes to describe what the end product looks like, combining the Shots together in a cohesive manner. There may be some Shots that you do not want to include in the final product or are not relevant.
Once the editing is finished and a final product is ready, tally up the Rating based on the Shots used in the final product and compare the total to the list below to determine how successful the end result was and how it was received by the target audience.
RATINGS & AUDIENCE RECEPTION
- < 10: Flop. Ultimately unsuccessful at achieving its goal, resulting in low viewership and loss of money on production.
- 10-13: Break-Even. Not particularly compelling, but enough to meet contractual obligations or recoup the production costs.
- 14-16: Average. Some compelling elements, but stays within the circles of the core audience.
- 17-19: Noteworthy. Makes waves outside of the core audience. Attracts the attention of major Factions.
- 20+: Groundbreaking. Exceeds far beyond the target audience. Attracts the attention of The Bureau.
ADDITIONAL CONSIDERATIONS
LOOKING FOR EVIDENCE
Not all evidence will be in the form that can be directly captured by the crew’s cameras and microphones. Some clues come from finding documents, files, recordings, and other pieces of evidence that tie to the larger mystery. Some crews may decide to quickly capture these pieces on their own devices, while others may take the evidence whole cloth to be poured over later. Consider how these may contribute to the crew’s Ratings.
PLAYING TO THE GENRE
Above all, these are still horror scenarios. It should be very difficult to capture legitimate evidence, as the horrors do not want to be documented and the addition of bulky equipment and desire to get close to the action puts the Investigators at an ever greater risk of harm. If it were easy, someone else would have already done it.
It’s also important to remember that the scenario doesn’t end when the crew runs out of film. At a minimum, they still need to survive to tell the tale. But for horrors that present a more immediate threat, the Investigators may be the only thing standing in the way of certain doom.
THE AUDIENCE
Who the end product is intended for should be taken under consideration when determining what to prioritize. Documenting damning evidence to hand over to law enforcement is different than trying to fill a 30 minute episode timeslot that strings an audience along to keep watching. Capturing shots alone often isn’t enough to achieve a successful outcome as the audience needs to have some means of comprehending the subject of filming. But even if you have solid and damning evidence, there will still be a contingent of folks that brush off the work as illegitimate, computer graphics, or a forgery.
Normal folks aren’t the only ones watching either. Handing over clear evidence of the paranormal to a studio or posting it online is a good way to attract the attention of the Bureau. They would love nothing more than to sweep the whole affair under the rug, leading to confiscation of the film and an intense interrogation. Sometimes a little plausible deniability is preferable.
STABILITY
Keep in mind the rules discussed in Cellphones & Stability in the Liminal Horror Deluxe Edition. The Investigators can use their equipment to help provide additional protection from the horrors, but it comes at a risk to the equipment. In some instances they may have no other choice if they want to get their shots.
DWINDLING PARTY
Dwindling Party is an alternate playstyle for high action one-shots or as a means of kicking off a campaign, otherwise known as a character funnel. Players control a handful of normal folks, those who have yet to encounter the strange and weird, and run them through a daunting experience. To survive the trials ahead, these folks will need to solve their problems with collective action, cleverness, and some unfortunate sacrifice. When used to kick off a campaign, a funnel represents that crucial point in time where the lives of these otherwise normal folks are forever changed and they become Investigators.
CREATING CHARACTERS
Each player should create 2-5 characters for a total party size of around 10-18. Normal folks are more simple than a standard Investigator, so follow the steps below when generating these characters.
- As opposed to the full array of Attributes, normal folks have a single Save that collectively represents their STR, DEX, and CTRL. Roll 2d6 to determine each character’s Save.
- Roll d4 for each character to determine their Hit Protection (HP).
- Roll or choose Backgrounds for each character from either the abbreviated list on the next page or the standard list on page x. Note their associated items, as each character only has five Inventory Slots.
- Give your characters names, pronouns, and brief descriptive details.
PLAY TO FIND OUT
While it’ll be useful to have some idea as to how these characters may behave when faced with the horrors, don’t worry about getting too deep into backstory on any of these characters yet. Many of them will perish and the goal is to discover who these characters are through play. Any details that don’t come up during the funnel can be ironed out afterwards when you have your survivors.
FUNNEL BACKGROUNDS
d20 | BACKGROUND | ITEMS |
---|---|---|
1 | Actor | Portable Charging Brick, Change of Clothes |
2 | Artist | Sketchbook, Camera |
3 | Athlete | Sports Equipment, Sweatband |
4 | Author | Letter opener (d6), Pack of Cigarettes w/ Lighter |
5 | Contractor | Stocked Toolbelt, Heavy Duty Flashlight |
6 | Cook | Chef’s Knife (d6), Leather Apron (+1 Armor) |
7 | Criminal | Lockpicks, Mask, Gloves |
8 | Drifter | Switchblade (d6), Travel Stove |
9 | EMT | Trauma Shears (d6), Medkit |
10 | Gig-worker | Bike, Helmet (+1 Armor) |
11 | Hospitality | Mace (d6, non-lethal), Walkie Talkies |
12 | Journalist | Audio Recorder, Camera |
13 | Lawyer | Briefcase, Stack of Letterhead |
14 | Musician | Instrument of Choice, Portable Amp |
15 | Private Eye | Old Pistol (d6), Flask |
16 | Skater | Skateboard, Boombox |
17 | Social Work | Taser (d6, non-lethal), Notebook w/ pens |
18 | Store Clerk | Lighter, Baseball Bat (d6) |
19 | Therapist | Memo Recorder, Small Revolver (d6, discreet) |
20 | Very Online | Laptop, Online Following |
THE PARTY
Once you have your backgrounds, it’ll be useful to take a moment to consider how your characters may be linked to each other. Are they friends, coworkers, a mystery hunting team, or complete strangers bound together by the horrors? Do they have a natural leader among the bunch to serve as the first to rise to the challenges when needed? How will they respond when their companions begin to get picked off? Does your group have any connections to the groups of the other player characters?
PLAYING THE FUNNEL
During a funnel play mostly proceeds as normal, just with the players controlling their entire group at once. To keep from getting bogged down making tons of rolls, focus on player groups as a whole where it makes sense rather than single characters. When a whole player group is threatened make a Save using the group’s single highest Attribute. In the event of failure, consequences impact the individual most at risk.
KEY DIFFERENCES
These normal folks are squishier than standard Investigators. They have more limited inventory, don’t gain any of the positive benefits from Fallout, and are less likely to be carrying around Resonant Artifacts. However, the one advantage they have is numbers, and some problems may be solved simply by throwing bodies at them.
VIOLENCE & DEATH
During violent encounters, keep the rules on multiple attackers in mind. Hit Protection operates as normal, but when a funnel character suffers Critical Damage or Critical Stress they simply perish or are lost to the horrors instead of taking a Wound or Fallout.
If all characters in a player’s group perish, another player can pass along one of their remaining characters to keep play moving. Otherwise, introduce replacements at the next convenient moment, taking into consideration how far along the scenario is.
Funnels can result in a complete party wipe, which is part of the fun, but it’s often best to favor inclusion over realism in these instances and get players back in the action as soon as possible.
EXPANDING THE PARTY
Over the course of the scenario, the players may encounter other NPCs that can be recruited to join in with their groups. Preference should be given to handing them off to the player with the least number of survivors. Quickly roll stats when they join, or wait until the moment where they’re needed.
RUNNING THE FUNNEL
Under most circumstances, a funnel shouldn’t last more than a session or two. If this is the start of a campaign, the goal is to discover who these characters are through play, with the funnel serving as part of character creation by establishing the turning point in their lives.
With this many characters in play at once there’s a lot to manage, so it’s often best to keep goals straightforward and the action moving. Funnels often work best when they quite literally funnel characters towards some predetermined goal. This could be making it through a dangerous space or simply surviving the night.
While the normal folks aren’t quite as capable as a standard Investigator on their own, don’t be afraid to go big. The sheer number of characters in play will give these groups an advantage in taking on seemingly daunting tasks.
For an example of a funnel scenario in action, see Silent Street Station (see the Deluxe Edition p. x).
AFTERMATH
Once the funnel is completed, if you are continuing play, have each player select one character to become their primary Investigator going forward. If the players have multiple survivors, the remainder can become Associates, or simply return to their normal lives. To upgrade a character to a full-fledged Investigator, complete the following:
- Add 1d6 to the character’s Save, then assign it to one of the core Attributes. Roll 3d6 for the remainder.
- Add 1d4 to HP. This may result in a total that is slightly higher than a standard Investigator, but that serves as a small reward for surviving the funnel.
- Flesh out remaining backstory details and party connections as needed.
CONDITIONS
Conditions are an additional series of physical and mental consequences suffered by an Investigator as the result of failed rolls, encounters with horrors, and narrative choices. These are supplemental to the Deprived and Fatigue conditions in the basic rules and behave in a similar manner, taking up an Inventory Slot once received. A Condition may also be taken as a result of Mundane Fallout . Many of these Conditions can also be taken by an Investigator multiple times, representing an increasing severity or burden they’re faced with.
While Conditions are primarily a narrative effect, they may introduce new complications that make previously mundane actions more difficult or risky to attempt, prompting a Save in order to do them.
Clearing Conditions from an Inventory Slot is simpler than Fallout or a Wound, and can often be resolved with a few moments of rest in a safe place, provided any additional narrative needs presented by the Conditions are also addressed.
You can create your own custom item tags, or use those provided below:
CONDITIONS
- Stressed: A mental or emotional strain. Each new instance of Stress deals an additional +1.
- Exhausted: Pushing past one’s physical limits.
- Hungry: Going without food for an extended period of time.
- Thirsty: Going without water for an extended period of time.
- Intoxicated: Being drunk or under the influence of drugs. The impact depends on the amount and users tolerance.
- Frightened: Failure in the face of terrifying reality or serious metaphysical injury. A CTRL Save must be made to approach the source.
- Poisoned: Toxins flow through the Investigator. DEX is decreased by d6 every hour.
- Bleeding: The wound remains open, pouring out blood. Lose d4 HP every 15 minutes until addressed.
- Burning: On fire, causing d4 damage per round.
- Blinded: An inability to perceive using sight.
- Nauseated: Sick to the stomach, making movement and quick actions more difficult.
- Dazed: Temporary impairment of cognitive and motor function.
- Stunned: Temporarily unable to move or react.
- Unconscious: Unable to respond, perceive, or take actions.
- Deafened: A ringing in the ears makes it impossible to hear.
- Incapacitated: Unable to take actions.
- Prone: Brought to the ground. Must resort to crawling during the duration.
- Grappled: Entangled during a struggle, making movement and action difficult until released.
- Restrained: Bound, unable to move or engage in a majority of actions.
ITEM TAGS
Tags are additional descriptors for weapons and items, defining narrative and mechanical aspects that may provide certain advantages and disadvantages. Tags act as narrative clues on how an Investigator can either better leverage their inventory or be hindered in some way by it.
You can create your own custom item tags, or use those provided below:
TAGS
- acid: A caustic substance that burns through organic materials. Severity varies depending on the source, but the effect persists until rendered inert. The substance may burn through certain inorganic materials as well.
- blast: An attack that hits everything within a target area. Damage is rolled separately for each affected.
- bleed: Dealing Critical Damage applies the Bleeding Condition in addition to the Wound.
- brutal: Damage is Enhanced. Each use causes the wielder to take 1 Stress.
- bulky: Items that are large, awkward to carry, or require two hands, taking up two Inventory Slots.
- burning: Attacks that bypass HP spread fire to the target, causing persistent damage until snuffed out.
- complex: Multi-sequenced or difficult to use. Requires a successful DEX Save to use on a single action.
- dangerous: Damage is Enhanced (d12) but the wielder must make a Save or suffer the damage as well.
- deteriorating: After each use, make a CTRL Save. Failure runs the risk of breaking or reduction in usefulness.
- discreet: Easy to hide or often overlooked.
- distressing: Using this item causes others to suffer 1 Stress.
- flimsy: Poorly made or made with inferior products. Prone to easily breaking.
- limited: Has a finite number of uses.
- loud: Everyone in the nearby vicinity can hear its use.
- messy: Creates a mess of blood, bone, or viscera. Witnessing causes 1 Stress.
- non-lethal: Targets DEX after HP.
- piercing: Ignores Armor and goes straight to STR.
- poison: Damage beyond HP triggers a Save. On a failure the victim suffers 1d6 damage to DEX at the end of scene.
- potent: Damage rolls using this item are Enhanced.
- quick: If using this, go first (if speed is a factor).
- silent: The noise associated with its use is significantly muffled or made silent.
- slow: If using this, go last (if speed is a factor).
- substandard: Less effective than its normal counterparts.
- tiring: Failure while using this item causes an instance of Fatigue.
- unreliable: Failure while using this item causes it to become unusable until properly tended to.
- unstable: Runs the risk of exploding, deteriorating, detonating, going off.
- unwieldy: Difficult to move quickly, quietly, or in tight spaces.
WHISPER CARDS (THE MALL)
Whisper Cards were originally created for The Mall in order to replicate the unknown variables inherent within The Thing (whether characters have been replaced). This mechanic could easily be adapted to any scenario that deals with people being corrupted and changed, especially if there is a level of uncertainty as to whether it has happened or not.
WHISPER MECHANIC
The Whisper Card mechanic is designed to push characters to action and allow PCs to be REPLACED. The contents of the cards are kept secret from the Facilitator and other players, leaving the rest of the table to question and wonder. Each Whisper card presents two prompts to the player (search for contaminants or repeatedly check behind you / take a risk or be cautious / etc).
EXPLAINING THE MECHANIC
Note: If you were adapting this to your scenario, this framing would be different.
At the end of the scene when the Child of Ammon first appears and kills an NPC erupts from (DOOM 2), give each player a Whisper Card and brief them on the mechanic.
- These are Whisper Cards.
- Individual players will get them from different actions and situations.
- Whisper Cards can replace Stress for the acting character (and others in the party just receive Stress).
- Each Whisper Card has two prompts. Choose one and act upon it in the subsequent scene(s).
- Cards should be kept secret from other players.
- Some Whisper Cards will indicate that your character has been REPLACED. While they will outwardly look the same (for now), their drives have changed.
EXAMPLE TRIGGERS
Note: If you were adapting this to your scenario, some of these example triggers would be different.
- Taking Stress (only the most proactive player gets a card instead of Stress).
- Triggers noted in the text.
- Receiving Fallout.
- Direct contact with spores.
- Physical contact with fluids from a Child of Ammon.
- Killing another person.
- Touching the barrier.
- The DOOM Clock progressing.
- Complication for failing some saves.
- Approaching the Portal reveals a special card addressing both the human and REPLACED characters.
CLAIMED LOCATIONS (THE BLOOM)
The Bloom deals with a central theme of creeping doom and corruption. The town of Coldwater is literally being consumed by the bloom, with the fungal corruption overtaking locations as time passes. This mechanic could be used for any scenario that has a corrupting influence consuming locations over time. All it requires is a Doom Clock to help gauge the pacing. Each entry in the Doom Clock indicates a specific location that has been claimed.
Claimed Locations
Note: If you were adapting this to your scenario, the details of a claimed location would be different to reflect where it takes place and the aesthetics of the corruption.
As the Doom Clock ticks, locations will be Claimed by the Bloom. These locations include some or all of the following features:
› Blighted trees and plants rot, quickly losing their leaves.
› Wood degrades, growing moist and crumbling.
› Spores swirl in clouds.
› Bioluminescent mushrooms coat most surfaces.
› Thick webs of black mycelial cords.
Regardless of the time of day, treat these locations as Night when using the Voidcrawl.
KIDNAPPING (HUNGRY HOLLOW)
The Cult infestation in The Parthenogenesis of Hungry Hollow provides a good example of how to create a mechanic that showcases escalating conflict/kidnapping from an antagonistic Faction. You can use this as a framework to adapt for a secret faction in your own scenario.
Kidnapping
Note: If you were adapting this to your scenario, the specific locations, outcomes, and NPCs at risk would be different.
At night the Apiarists seek out victims, in particular targeting patrons of the Emerald Scale Bed and Breakfast. While quick, non-violent methods are preferred, they resort to more overt methods when needed. Victims are moved to the Hive or Sub-Rosa at the first safe opportunity, though a Husk may be brought directly to them if a transfer is risky.
Each night, roll on the table below to determine the Apiarists’ next victim.
d12 Kidnapped NPCs
1. An Investigator or Associate.
2. NPC Name (Location p.x).
…
12. Appendix NPCs (p.x).
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