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Bonds - Supplemental Rules

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Bonds - Supplemental Rules
DESCRIPTION

Here is a draft for the Bonds supplement for Liminal Horror. It is currently slotted for Case Files 02. Bonds are an adapted mechanic originally featured in Delta Green and similar games.

BONDS

Bonds are an optional supplement that introduces a mechanical component to the Creating an Investigator steps for Investigator Bonds and Connections. You will use those tables alongside the following mechanics to create Bonds that protect and entangle Investigators with the world of Liminal Horror.

Here is a draft for the Bonds supplement for Liminal Horror. It is currently slotted for Case Files 02. Bonds are an adapted mechanic originally featured in Delta Green and similar games.

BONDS

Bonds are an optional supplement that introduces a mechanical component to the Creating an Investigator steps for Investigator Bonds and Connections. You will use those tables alongside the following mechanics to create Bonds that protect and entangle Investigators with the world of Liminal Horror.

WHAT ARE BONDS

Bonds are a representation of how the Investigator is connected with others. These emotional entanglements keep them grounded in the world. Bonds also act as a mechanical representation of how those relationships can become strained by dealing with the strange and otherworldly. Bonds are people or small groups that have a special importance to the Investigator.

Three types of bonds that have different resources they bring to an Investigator:

Allies (information and support, sometimes illegal) 

Loved Ones (can mitigate CTRL loss). 

Bonds with other Investigators (can mitigate CTRL loss). 

WHEN CREATING AN INVESTIGATOR

During Character Creation, each Investigator should create two NPC bonds, an Ally and a Loved One. Some example people the Investigator could have a bond with are: 

Family Member

Lover

Friend

Coworker

Mentor

Protege

Online associate

Hero

Rival 

Specialist

NPC

Each Investigator then has the additional option to form a Bond with another Investigator (go around the table and have each player state a relationship to another Investigator. This should be informed by their Background/Archetypes and their character details.). This third bond may not make sense if the Investigators are strangers with one another. 

They’re hiding something from you. What clued you into this realization?

You used to date, but broke up. Was it mutual? 

They saved your life. What tried to attack you?

You’re good friends. How long have you known each other?

You both work for the same company. Which company is it? What are your jobs?

You’re neighbors. What near altercation led to your formal introduction?

You’re siblings. Which of you is the responsible one?

You’re desperately in love. What has prevented you from acting on your feelings?

They know about your criminal past. Why do they keep it a secret?

You’re a mentor. What wisdom do you impart?

You’re a mentee. What skill did your mentor help you with?

You were taught by the same mentor. How did the arrangement come to an end?

You were members of a secret organization. Why did you leave?

They came to you for help. What trouble did you aid in resolving?

You met on an internet forum. What strange conspiracy theory did you share?

You went to the same school, but never hung out. What unexpected coincidence led to you becoming friends later in life?

You were fierce rivals. What caused the hatred to turn to respect?

You aspire to be just like them. What trait do you admire most?

You’re comrades-in-arms. What challenge did you face together?

They took something from you. How did thievery turn to friendship?

BOND SCORE

Each Bond formed at the start of the game has a Bond Score equal to the Investigator’s CTRL. Bond Scores cannot go above the CTRL stat of an Investigator. If the CTRL stat drops, the Bond will remain the same, but cannot increase. 

STRAINED BONDS

Relationships are reciprocal, and sometimes things outside of the Investigator’s control can impact those they are close with. Life moves on outside of play and the focus of the scenarios, and so bonds with NPCs (Allies or Loved Ones) may deteriorate or even break. If a negative event befalls someone connected to the Investigator, their Bond is reduced by 1d4 damage. 

IF A BOND REACHES 0

The relationship is fractured and should be crossed off. Rebuilding a broken Bond is a difficult thing to do.

DEATH

If the subject of a Bond dies or is lost to the weird, the Bond is broken and becomes 0.

HOW TO USE BONDS

During a session there are multiple ways that Bonds may come into play and be leveraged by the Investigator.

Some of the main options are: 

Reducing CTRL Damage (p. x)

Gain Information (p. x)

Call on a Favor (p. x)

Forming a New Bond

REDUCING CTRL DAMAGE

If incoming Stress would target CTRL, an Investigator can attempt to divert damage to one of their Bonds, reducing it by the same amount. The strain on the relationship and bond should have a narrative impact on how they show up for the person who’s Bond they damaged.

INVESTIGATORS BONDING IN LIMINAL HORROR

Inciting Event: If someone in the party takes Critical Damage (a Wound) or Critical Stress (Fallout) potential party Bonds can be formed. 

Afterward: After the danger has subsided, each other Investigator should make a CTRL Save. On 

On a failure, there is no change. On success, an emotional bond is formed. 

If there was no previous Bond: The Investigator gains a bond equal to 1/2 of their CTRL with the teammate who underwent the harm but a non-Investigator bond they have is lowered by 1d4.

If there’s already an existing bond: The Investigator adds 1d4 to their Bond with their teammate, but a non-investigator Bond is lowered by 1.

Repeat for each Investigator that witnesses the event. 

FORMING A NEW BOND

If a relationship and connection forms with an NPC, the Investigator can create a Bond with them as they become an important part of their life. Any Bonds formed this way start equal to 1/2 the Investigators CTRL, but forming a new Bond also reduces a different Bond by 1d4.

DOWNTIME

Sometimes there is downtime between major events during sessions. Every moment of our Investigator’s lives are not filled with dark corridors and horrors. It is during these normal points within their lives that they may work on and call upon their Bonds. Remember that reducing a Bond to divert damage to your CTRL creates a narrative strain on the relationship and should manifest in some form during the next interaction (p. x).

Maintain Relationships

Training

Information

A Favor

MAINTAINING RELATIONSHIPS

Some Investigators may try to take the time to work on a Bond. While their intentions may be good, not everything turns out like you intend. Describe how you are working on your relationships with an NPC and make a CTRL Save.

Success: Add 1d6 up to the CTRL with a non-Investigator Bond. 

Failure: lower Bond by 1d4

Describe how the relationship changes.

TRAINING

Take time to develop a new skill. Lower a Bond by 1 as you devote time to a new pursuit.

INFORMATION

Independent Research: Lower a bond by 2 as you devote time to research information, diverting your time and attention from your other relationships.

Use a Contact: Alternatively you can go a contact that you have a Bond with in order to aid in gaining pertinent information. Lower the bond with them by 1 as you leverage your relationship to get the information. 

A FAVOR

Leveraging the relationship to call in a favor can help the Investigator. Favors always come with a cost, and will lower a bond depending on the size of the thing being ask for (1, 1d4, 1d6 depending on the size and legality of the favor). Some favors may include: 

Equipment or items 

Transportation

Access to black market services (DE p. x)

Money

Help that may not be legal

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POSTEDSep 20, 2025
ARCHIVEDSep 20, 2025