NPCs are one of the most important aspects of a Liminal Horror session as they help bring the world alive and entangle players, creating stakes and complications. One of the foundational Facilitator Principles in LH states it explicitly "Give NPCs and factions motivations, flaws, and drives. Have NPCs react accordingly to their principles, on and off screen. NPCs should always have a drive to survive." (p.49)
Note: See Liminal Horror Deluxe Edition has multiple essays on creating and using NPCs in modern horror. They can be found:
NPCs, 9, 49, 77
Creating Compelling NPCs, 92
Odd, 398
Pregenerated: Allies & Adversaries, 236-
246; Associates, 19, 392-393; Generic,
396-397; Key NPCs, 255-256, 261-262,
266-267, 270, 274, 278, 283; Stat Blocks,
126. see also Cults; Factions;
Scenarios
Running: Morale, 35; Reactions, 35;
Social Encounters, 56; Using NPCs, 56
NPCs
A good horror scenario really leans into the emotional connections, whether that’s between the Investigators or the non-player characters (NPCs) they end up interacting with. Whether they love or hate these characters, getting invested in their fate helps drive tension and makes the fear of failure more palpable. These folks can largely be broken into two categories: 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 a more direct link to the Horrors. As these are the folks that are going to have the biggest impact on the outcome of the scenario beyond the Investigators, it’ll be useful to spend some more time on determining who they are and their role within the scenario.
A Key NPC will typically have three elements that make them interesting and drive their behavior:
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.
BOLSTERING NPCS
Faction Connections: How does this NPC relate to the various factions intertwined in the scenario? Who do they support and who do they oppose? Who do they turn to for help once things get out of hand?
Horror Connections: Is this NPC directly linked to the Horror in any manner? How do they respond when the Horror becomes apparent?
Social Connections: How does this NPC relate to their peers? Do they hold any irrational grudges? When danger comes calling, who would they rush to save and who would they leave behind?
Jobs & Tasks: Is there anything they may want the Investigator’s direct help with? What do they have to offer for a job well done?
REACTION TABLE
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.
2d6 REACTIONS
2 Hostile
3-5 Wary
6-8 Curious
9-11 Kind
12 Helpful
GENERIC NPCS
A collection of ready to use NPC stat blocks, listed by their professions. Most of these individuals will have some items based on their job (See Equipment p. x). Review Creating Compelling NPCs (p.x) for advice on making these folks stand out. There are additional entries to this list in the Deluxe Edition (totaling 25).
Administrative Assistant: Access to calendars and meeting notes, satisfaction with job depends on the manager they are working under. (STR: 10 DEX: 12 CTRL: 14 HP: 4)
Construction: Works job sites across the city, living paycheck to paycheck. (STR: 12 DEX: 11 CTRL: 8 HP: 3)
Doctor: Works nights, tries their hardest to do right by their patients despite being mired in bureaucracy. (STR: 10 DEX: 12 CTRL: 11 HP: 3)
Food Service: Slinging grub day in and day out. Takes the time to notice small details among the hustle and bustle. (STR: 11 DEX: 9 CTRL: 9 HP: 2)
EMT: Long hours, moments of quiet interrupted by chaotic attempts to save lives. (STR: 10 DEX: 11 CTRL: 11 HP: 3)
IT: Maintains hardware and software functions. Given wide access as long as there is a ticket in the system. (STR: 8 DEX: 8 CTRL: 12 HP: 2)
Janitor: Works nights, has full access to areas around campus in order to clean and maintain. (STR: 11 DEX: 12 CTRL: 11 HP: 4)
Office Worker: Beige tones and cubicles, unassuming in their work. Their singular scope can sometimes yield interesting insights. (STR: 9 DEX: 9 CTRL: 9 HP: 1)
Police (Detective): Plain clothes, focused on investigating more complex crimes. Has a greater scope of autonomy. (STR: 12 DEX: 12 CTRL: 12 HP: 4 Armor: 1, Pistol d6)
Police (Uniformed Officer): Standard uniforms, protocols, believes force to establish authority. (STR: 11 DEX: 11 CTRL: 11 HP: 3, Pistol d6, taser (d6, non-lethal))
Odd NPCs
If you need to give one of the Generic NPCs a little more of a spark of personality, roll on the table below and consider how these traits intersect with their profession and the circumstances they presently find themselves in.
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 LAWSTR: 13 Dex: 12 CTRL: 14 HP 8Hammer (d6), Fists (d4+d4)
Impervious: Wounds do not last, as her body rejects physical harm.
A drifter, currently working a short stint in construction. She has red hair that is always intricately braided. At first glance Cathy looks to be late-30s, but her true age is unknown.
Desire: To live a simple life and go under the radar.
Secret: She gained immortality after surviving a failed ritual by the Knights of Amelioration 100 years ago. Over the years others have discovered her gift, trying, and failing, to use it. The current legend going around is that drinking her blood can transfer her gifts, though this is not true.
TREMSTR: 8 DEX: 8 CTRL: 12 HP: 3Melon 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 CASTLESTR: 13 DEX: 9 CTRL: 14 HP: 6,Revolver (d6, loud)
Items: L3 lockpick kit, arthritis medication, pain killers
Bureau Credentials: There is no expiration date on the identification.
Devil Fingers: Each of Rogers fingers holds a protective binding. A finger can be sacrificed to negate incoming damage. Roger is currently missing his left pinky finger
A night shift taxi driver. Despite his age, when he moves you can tell he remains quite strong. He has a knack about getting strangers to open up.
Desire: To never be responsible for someone getting hurt again.
Secret: A former agent of the Bureau, Roger retired after his entire team was sent to their death at the hands of a Witch (link) during Operation Crone, WV. Despite being well past his prime, he cannot help but get drawn back in when the strange is involved.
SAM HANSENSTR: 12 DEX: 15 CTRL: 15 HP: 6 Armor: 2 Stability: 1
Items: Camera, checklist, pen, flashlight, state of the art low profile body armor.
An insurance adjuster and investigator. Works for a subsidiary of Panopticon and one of the most prolific adjusters currently active. He’s been involved in some historic events through his line of work. With glasses and perpetually disheveled hair, he always has the perfect question to ask.
Desire: To tackle and solve weird situations with a calm analytical approach and a handy checklist.
Secret: He has been keeping a secret folder full of evidence since realizing that Panopticon’s role in some of these strange events is putting humanity at risk.
WILLIAM EMMERSONSTR: 12 DEX: 12 CTRL: 13 HP: 6Gun (d6), Produce Fire (d4, blast)
Items: Handcuffs, cards, handkerchief, top hat, cape, wand.
A touring stage magician. His act is well received by the audience and he is respected within the magician community.
Desire: He is currently tracking down rumors of a Resonant Artifact.
Secret: William is a Knight of Amelioration and believes in the betterment of mankind through leveraging the weird. His act doesn’t involve real “magic” but he’s hoping his work with the Knights will allow him access to true Ritual magic.