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Liminal Minimal Edition 1-Page

The LIMINAL SURVIVAL GUIDE is a roleplaying game that immerses players in a surreal and unsettling maze where they must escape while navigating themes of horror and absurdity. It provides a framework for creating unique entities and rooms, along with gameplay mechanics such as fatigue tests and item usage. The guide encourages creativity and collaboration among players while emphasizing the importance of character development and roleplay in a challenging environment.

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Jon Pinon
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0% found this document useful (0 votes)
302 views28 pages

Liminal Minimal Edition 1-Page

The LIMINAL SURVIVAL GUIDE is a roleplaying game that immerses players in a surreal and unsettling maze where they must escape while navigating themes of horror and absurdity. It provides a framework for creating unique entities and rooms, along with gameplay mechanics such as fatigue tests and item usage. The guide encourages creativity and collaboration among players while emphasizing the importance of character development and roleplay in a challenging environment.

Uploaded by

Jon Pinon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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LIMINAL SURVIVAL GUIDE


TOUCHSTONES
Channel Zero: No-End House, Room 104,
Beyond The Walls, You Should Have Left,
Relic, Cube Franchise, Cabin In The Woods,
1408, Hellraiser Franchise, Twin Peaks,
Staircase In The Woods, Skinamarink,
Vivarium, House, House Of Leaves,
Fighting Fantasy Books, CYOA Books,
Bizarro Literature, Creepypastas, Junji Ito,
Stephen King, Kane Pixels, SCP Foundation,
LIMINAL_SURVIVAL GUIDE Welcome To Night Vale, Anemoiapolis,
Silent Hill Franchise, Control, Liminalcore,
CREDITS The Backrooms, No Players Online,
Created & Written by: Connection Haunted, Sentient, Superliminal,
Alexei Vella & Willow Jay. Golden Light.
Edited by: LICENSE
Fiona Maeve Geist.
This license allows anyone to make content
Proofreader: for LIMINAL_, including rules, rooms and
Kim Colquhoun & Ian SerVaas. entities, and either publish it for free or sell
Graphic Design, Layout & Art Direction by: it without the original creators taking a
Alexei Vella. portion of your proceeds; however, there are
a few rules to adhere to, to do so.
Cover Art by:
Alexei Vella. Art and text from the LIMINAL_ SURVIVAL
GUIDE may not be duplicated, reused or
Playtesters: translated unless the creator has explicit
Kyle Perry, Adam King & Shio Allan. permission from the original creators.
Special Thanks: Creators may reference the mechanics and
Kickstarter & BackerKit Backers, game rules of LIMINAL_ in any 3rd party
Friends & Family, Lubomyr Bilyk, expansions, but are not allowed to give the
Lionel Miranda, John Baltisberger, impression that their product is an official
Nicolai Østergaard, Ben Doane, Ryan (TWS), LIMINAL_ product or that we endorse their
Irvin Morales (RPS), Josh Domanski, Jarrett product unless a prior agreement has
Crader (jert!) & Exalted Funeral. been made.
Copyright © 2024 Alexei Vella & Willow Jay. 3rd party products must contain the
First Edition | First Printing. following text:
Sed id vulputate eros, eget molestie nibh.
[Product name] is an independent production
Aliquam ullamcorper mi ut justo mollis, ut
published under the 3rd party license by [Author
facilisis nunc mollis. Nulla pulvinar in nibh or Publisher] and is not affiliated with the works
non gravida. Nulla pulvinar in nibh non of Alexei Vella & Willow Jay. LIMINAL_ is
facilisis nunc mollis nulin nibh. Sed nibh. Copyright © 2024 Alexei Vella & Willow Jay.

P_1 LIMINAL_
TABLE OF CONTENTS
INTRODUCTION............................................ 3 ITEMS........................................................15
ABOUT THIS EDITION...................................... 3 CHOOSING ITEMS......................................... 15
WARNING: BEFORE PROCEEDING!.................... 3 CARRYING ITEMS.......................................... 15
REQUIREMENTS.............................................. 3 ITEM DURABILITY.......................................... 15
DICE............................................................... 3 USING ITEMS................................................ 15
FATIGUE TEST................................................. 3 ATTACKING WITH ITEMS............................... 16
WALLS THAT HATE.......................................... 4 STARTING ITEMS........................................... 16
POWERFUL ENTITIES....................................... 4 PLAYER STATUS..........................................17
BIBENDUM...................................................... 4 DISPLACEMENT............................................ 17
DIMINISHING ODDS......................................... 4 INJURIES...................................................... 17
SHARING IS CARING........................................ 4 ABSORBED/ABSORPTION.............................. 17
DUIS ALLA DEUS BIBENDUM............................ 4 STUPIDITY RULE........................................... 17
ROLEPLAY................................................... 5 ESCAPED...................................................... 17
QUESTIONS TO ASK........................................ 5 ENTITIES....................................................18
DUISOUS BIBENDUM....................................... 5 ENCOUNTERING ENTITIES............................. 18
USING PRESETS ............................................. 5 TRIGGERING ENTITIES................................... 18
ADDING MECHANICS....................................... 5 VERA DUIS BIBENDUM................................... 18
PLAYER BEHAVIOUR........................................ 5 ESCAPING THE LIMINAL SPACE.....................19
PRESET CHARACTER BACKGROUNDS.............. 6 DU BIBENDUM SANTI.................................... 19
SETUP........................................................ 7 VERA DUIS BIBENDUM................................... 19
ARCHITECTS’ PRIMER................................... 8 BIBENDUM.................................................... 19
SETTING THE MOOD....................................... 8 DU BIBENDUM............................................... 20
INTRODUCING ROOMS..................................... 8 DUISOUS BIBENDUM..................................... 20
REVEALING DETAILS....................................... 8 DUIS ALLA DEUS BIBENDUM.......................... 20
CHANGING RESULTS....................................... 8 DESIGNING THE LIMINAL SPACE....................21
IMPROVISATION.............................................. 8 CREATING ROOMS......................................... 21
MAINTAINING UNPREDICTABILITY................... 8 CREATING ENTITIES...................................... 21
DU BIBENDUM SANTI...................................... 8 ROOM FATIGUE & FATIGUE AMOUNT.............. 22
NAVIGATING THE LIMINAL SPACE................... 9 DUIS BIBENDUMI........................................... 22
ROOM SHAPES.............................................. 10 CREATING ROOM PROMPT LISTS .................. 22
PROMPT FORMATTING.................................. 10 CREATING ENTITY PROMPT LISTS ................ 22
PROMPT SELECTION..................................... 10 ARCHITECT-FREE & SOLO PLAY.....................23
ROOM TYPES................................................ 11 EXAMPLE PROMPTS....................................24
DOORS.......................................................... 11 ROOM PROMPTS........................................... 24
ARCHITECT KEY............................................ 12 ENTITY PROMPTS......................................... 24
MAPPING CONVENTIONS.............................. 12 CHARACTER SHEET.....................................25
PLAYING AGAIN............................................ 12 NOTES.......................................................26
DUIS BIBENDUM............................................ 12
FATIGUE/FATIGUE TRACKER............................ 13
INCREASING FATIGUE.................................... 14
DU BIBENDUM............................................... 14
DECREASING FATIGUE................................... 14
DUIS BIBENDUMIS......................................... 14

LIMINAL_ P_2
INTRODUCTION
In LIMINAL_, several players find WARNING: BEFORE PROCEEDING!
themselves trapped in a twisting maze
LIMINAL_ is a roleplaying game exploring
beyond the fringes of reality, consisting of uncomfortable and unsettling themes and
elegiac auras, long winding corridors, situations. Players interact with themes of
strange unused rooms, and in-between horror, the surreal and the bizarre, which some
spaces; vignettes of horror, absurdity and players may find unnerving.
the surreal. It doesn’t matter how they got Discuss what topics are included or excluded
there; they must escape. while exploring the Liminal Space and respect
The players map their journey on a large this social contract. If RPG safety tools work
best for the group, consider using them.
piece of graph paper, attempting escape or
succumbing to Fatigue pursued by Entities. DISCLAIMER
Player discretion is advised.
The GM or Architect describes rooms for
the players (sometimes referred to as the REQUIREMENTS
Disoriented), which are generated by Participants will need:
selecting or rolling on several tables or lists • A set of polyhedral dice.
as they journey within Liminal Space. • A coin.
ABOUT THIS EDITION • Pencils.
• Large graph paper.
This edition of the LIMINAL_THE SURVIVAL • Additional paper.
GUIDE is stripped-down and aimed at • A meeple, miniature or marker (per player).
creative Architects and players who wish to • A character sheet (per player).
create their own Entities and rooms.
DICE
This edition also provides players access to Each player requires a set of polyhedral
a low-page-count version of the basic rules dice: a four-sided (D4), a six-sided (D6), an
to refer to without the risk of ruining eight-sided (D8), a percentile (D%), a
sessions by having access to room and ten-sided (D10), a twelve-sided (D12), and a
Entity entries and seeing key room/Entity twenty-sided (D20) die.
reveals and mechanics.
D100: Either roll 2D10 (one for the 10s and the
As such, this guide has a few examples of
other for the 1s column) or roll a hundred-sided
each, but more is needed to run a full game dice (D100).
of LIMINAL_. Players must supplement this
guide with Entities and rooms created by FATIGUE TEST
themselves, other players or those provided A player takes a Fatigue Test in various
in expansions. situations. To pass, the player rolls a D100.
Sed id vulputate eros, eget molestie nibh. If the result is equal to or exceeds their
Aliquam ullamcorper mi ut justo mollis, ut current Fatigue, the player succeeds. If the
facilisis nunc mollis. Nulla pulvinar in nibh player rolls 100, it is a Critical Success.
non gravida. Nulla pulvinar in nibh non. Otherwise, they fail and gain Fatigue [P_13].

P_3 LIMINAL_
WALLS THAT HATE DIMINISHING ODDS
The Liminal Space is not a friendly place. As games of LIMINAL_ progress, rolls
Players should expect their characters to become more difficult and punishing;
die—the very walls of the Liminal Space players must try to keep the odds in
ABSORBING them. their favour.
POWERFUL ENTITIES SHARING IS CARING
Entities are supernatural beings and cannot Players will encounter items while they
be harmed by players. Violence does not explore the Liminal Space. Many of these
work against Entities and must be avoided items are rare and limited. Players should
at all costs. A better way to deal with attempt to share when they can, and when
Entities is to use items in unique and they can not, they should be aware that
interesting ways to hinder them. using some of these items benefits all
players, even if one player possesses it.
BIBENDUM
Sed id vulputate eros, eget molestie nibh. DUIS ALLA DEUS BIBENDUM
Aliquam ullamcorper mi ut justo mollis, ut Sed id vulputate eros, eget molestie nibh.
facilisis nunc mollis. pulvinar in nibh non Aliquam ullamcorper mi ut justo mollis, ut
gravida. Sed porttitor lectus ipsum, mattis facilisis nunc mollis. Nulla pulvinar in nibh
porta felis cursus ut. Integer malesuada non gravida. Aliquam ullamcorper mi ut
mattis ipsum non vehicula. Nam sed nisl justo mollis, ut facilisis nunc mollis. Nulla
nec urna facilisis semper. Fusce sit nos. pulvinar in nibh non gravida.
Nulla pulvinar in nibh non gravida. Sed Proin tincidunt mauris non justo elementum
porttitor lectus ipsum, mattis porta felis faucibus. Cras mattis ut sem in volutpat.
cursus ut. Sed id eros, eget molestie nibh. Aliquam suscipit vehicula congue. Phasellus
Aliquam ullamcorper mi ut justo mollis, ut iaculis augue et ligula tempus, nec ultricies
facilisis nunc mollis. metus pretium. Mauris at arcu a sem dolor
Duis fringilla ligula et nulla venenatis volutpat. Aliquam ullamcorper mi ut justo
dignissim. at rutrum sapien, tincidunt mollis, ut facilisis nunc mollis. Nulla pulvinar
placerat elit. Etiam sapien nibh, malesuada in nibh non gravida.
eu sapien vel, rhoncus faucibus metus. Nam Aliquam dolor turpis, laoreet non convallis
scelerisque sem ut facilisis vestibulum. Sed in, commodo id risus. Pellentesque placerat
condimentum mi molestie, dignissim at, ex non tellus ornare, eget ultrices justo
mollis massa. Nullam congue pharetra dapibus. Sed eros tortor, auctor et quam
luctus. Vivamus at bibendum diam, vitae nec, posuere bibendum massa. Sed eros
iaculis lorem. tortor, auctor et quam nec, posuere
Sed porttitor lectus ipsum, mattis porta felis bibendum massa. Fusce ac tortor ac nunc
cursus ut. Integer malesuada mattis ipsum egestas Fusce ac tortor ac nunc egestas.
non vehicula. Nam sed nisl nec urna facilisis Pellentesque placerat ex non tellus ornare,
semper. Fusce sit amet ante id. Integer eget ultrices justo dapibus. Pellentesque
malesuada mattis ipsum non vehicula. placerat ex non tellus ornare, eget ultrices
Integer malesuada mattis ipsum vehicula. justo dapibus.

LIMINAL_ P_4
ROLEPLAY
LIMINAL_ is a roleplaying game. Players USING PRESETS
may play themselves, approximations of When using one of the fourteen preset
themselves, or different people entirely; it is character backgrounds, each player chooses
really up to them. The important thing is that one of the three starting items listed under
the characters are grounded in reality as their chosen character’s background. If
regular, ordinary people. players want to select items not listed under
Whether players play as themselves or use a the background, they can request to use
character, preset or self-created, players another, subject to the Architect’s approval.
should start with the fundamentals: giving Players can create their own backgrounds
their character a name, describing their and starting items if they do not want to use
appearance, and giving them a backstory, the preset ones and their starting items,
however mundane that may be; it is subject to the Architect’s approval.
important when developing a
believable character. ADDING MECHANICS
Although character backgrounds and
QUESTIONS TO ASK
starting items have no mechanical bearing,
Some questions a player may ask all characters are the same, with a Fatigue
themselves as they are fleshing out their stat of 1. It is at the Architect’s discretion to
character or while role-playing: decide whether or not to give character
• Where was their character, and what were they backgrounds and their items any special
doing before they entered the Liminal Space? rules, such as offering a buff; if not, follow
• What qualities does their character possess the standard rules for using items [P_14].
that would help them while in the The same is the case with the player-created
Liminal Space?
character backgrounds and starting items.
• How much information about themselves is
their character willing to tell the other PLAYER BEHAVIOUR
characters, or is their character
hiding something? Even if players are playing themselves, they
• Would their character put another’s well-being should react to their environment
before their own, or are they willing to appropriately: they should fear and run from
sacrifice others? things, interact with rooms, and play out
how they would respond.
DUISOUS BIBENDUM
Sed id vulputate eros, eget molestie nibh. Playing a role is crucial; if other players
Aliquam ullamcorper mi ut justo mollis, ut struggle, the more comfortable players
facilisis nunc mollis. Nulla pulvinar in nibh should try to interact with them in
non gravida. Sed id vulputate eros, eget open conversation.
molestie nibh. Aliquam ullamcorper mi ut Sed id vulputate eros, eget molestie nibh.
justo mollis, ut facilisis nunc mollis. Nulla Aliquam ullamcorper mi ut justo mollis, ut
pulvinar in nibh non gravida. Nulla pulvinar in facilisis nunc mollis. Nulla pulvinar in nibh
nibh non gravida. Sed id vulputate eros. non gravida. Nulla pulvinar in nibh non.

P_5 LIMINAL_
PRESET CHARACTER BACKGROUNDS
CHILD: An innocent; lost between the cracks in the LAB TECHNICIAN: Their thesis is nearly complete,
world and terrified in this strange new place. and they’ve stopped sleeping, but the lab tech
Probably too young to truly understand where didn’t think their next experiment would involve
they are. yellowed carpets and running for their life.
ITEMS: marbles, old candy wrapper, paper boat. ITEMS: goggles, pocket protector, ID card.

MIDDLE SCHOOL STUDENT: Fresh from school, PARTYGOER: With half a can of brew and a liver
they are ready to learn; with a brain full of full of liquors, the partygoer barely knows up from
textbooks and a pocket full of pencils, there’s down, let alone the way out. But damn, can they
nothing they can’t overcome (except maybe a play a good game of beer pong.
strange void of entities and empty rooms.)
ITEMS: glow-stick, beaded necklace, half-empty
ITEMS: backpack, notebook, lunch money. water bottle.

FILM STUDENT: Constantly sizing up the framing GHOST HUNTER: A seeker of the paranormal
of their surroundings, the film student is always phenomena, the ghost hunter often explores the
taking mental notes on their next film. They will fix haunted and dangerous, bringing all the tech they
it in post. can to prove once and for all that there is life
beyond death. If they can live to see it, they will
ITEMS: boom mic, clapper board, camcorder.
have a hell of a blog post.
VIDEO STORE CLERK: They have seen every ITEMS: walkie-talkie, DVR/PVR, EMF meter.
kung-fu movie that ever existed and somehow
have all the high scores on the arcade machine. URBAN EXPLORER: An explorer of the abandoned
Hopefully an intricate knowledge of the works of and decayed, constantly sneaking into old houses
Ricky Law can keep them alive long enough to to take photos and record videos of places people
rewind those returned tapes. once inhabited.
ITEMS: price gun, VHS tape, loyalty card. ITEMS: depleted flashlight, camera,
pocket screwdriver.
PIZZA DELIVERY PERSON: Their claim to fame is
they once had 4 pizzas canceled on them THEATRE USHER: With a pension for shushing and
mid-order and got to eat them all. The pizza a flashlight in hand, the theatre usher can show
delivery person is used to bringing food to you your exact seat. Stumbling into this infinite
dangerous places, but nowhere like this. space, they better find screen 4 before the movie
starts, somebody might be recording it.
ITEMS: pizza, car keys, empty wallet.
ITEMS: popcorn bucket, depleted flashlight,
BUSINESS PERSON: Meetings and contracts are ticket scanner.
paramount to the business person, and they’re
used to having to make hard decisions. But they WRITER: Alcoholism and an imagination like a
didn’t know door-to-door meant this many rooms, galaxy never prepared the writer that their exact
and the things that live here have definitely never book might become a horrific and unending
heard of a pyramid scheme. nightmare. But here they are, fleeing for their life.
ITEMS: cellphone (no signal), briefcase, contract. ITEMS: hipflask, self-recorder, notepad with pen.

MALLRAT: You have nothing better to do than GRAFFITI ARTIST/TAGGER: An enjoyer of street
window shop and loiter at the mall until the culture; although illegal, you like to leave your mark
Liminal Space swallows you whole. on the world using paint markers and spray cans.
ITEMS: soda can, rollerskates, wallet. ITEMS: permanent marker, spray paint, balaclava.

LIMINAL_ P_6
SETUP
The Architect denotes North at the bottom Each player rolls a D20, determining who
right corner of a large piece of graph paper starts via the highest roll and rerolling ties.
before drawing the Starting Room [P_11] in Then, players take their turns clockwise
the centre. around the table. On their turn, a player may
continue with the group or try another door
and split.

At the cost of 1D6+6 Fatigue, the acting player


chooses a door and moves into the next room;
others may respond before the player rolls the
room by either:
1. Follow them at a cost of 1D6 Fatigue.
2. Remain in the room until their turn.
After this, the acting player may interact with
the room before ending their turn.

Aliquam dolor turpis, laoreet non convallis


in, commodo id risus. Pellentesque placerat
N ex non tellus ornare, eget ultrices justo
dapibus. Sed eros tortor, auctor et quam
The Starting Room is a 3×3 square with a nec, posuere bibendum massa. Sed eros
door on each plain yellow wallpapered wall. tortor, auctor et quam nec, posuere
The foam drop-tiled ceiling contains a single bibendum massa. Fusce ac tortor ac nunc
flickering light panel. Besides a dirty, egestas Fusce ac tortor ac nunc egestas.
stained dark brown carpet, it is completely Lorem ipsum dolor sit amet, consectetur
vacant, barring a useless light switch near adipiscing elit. Vivamus odio felis,
the North door. malesuada gravida ligula nec, porta varius
Each player places their marker within the est. Donec iaculis, mi at venenatis interdum,
Starting Room, signifying their current lacus risus pharetra sem, ut iaculis nisi
location. Players move their markers augue et metus.
according to their location in the Duis fringilla ligula et nulla venenatis
Liminal Space. dignissim. Pellentesque at rutrum sapien,
Players should record their location on a tincidunt placerat elit. Etiam sapien nibh,
separate piece of paper if the graph paper is malesuada eu sapien vel, rhoncus faucibus
insufficiently large to accommodate metus. Nam scelerisque sem ut facilisis
their markers. vestibulum. Sed condimentum mi molestie,
dignissim nibh at, mollis massa. Nullam
Sed porttitor lectus ipsum, mattis porta felis congue pharetra luctus. Vivamus at
cursus ut. Integer malesuada mattis ipsum bibendum diam, vitae iaculis lorem. Etiam
non vehicula. Nam sed nisl nec urna facilisis sapien nibh, malesuada eu sapien vel, .
semper. Fusce sit amet ante id
P_7 LIMINAL_
ARCHITECTS’ PRIMER
SETTING THE MOOD CHANGING RESULTS
A crucial aspect of LIMINAL_ is the If a rolled result does not fit the game or the
immersion and atmosphere created during Architect’s vision for the game, they may
gameplay; which can be introduced to the reroll or change it at a whim; yes, Architects
game by using ambient lighting, music, have the power to do that.
sound effects and other unique methods.
IMPROVISATION
Architects should remember to increase Players who take on the role of Architect
tension while the players explore the will not be handheld. The Architect must be
Liminal Space. prepared to improvise when needed. Since
If this is the first time players are entering prompts are randomly selected, nothing
the Liminal Space, the Architect should during a session’s exploration of the Liminal
ease them into it and gradually increase Space is predetermined.
the tension.
MAINTAINING UNPREDICTABILITY
INTRODUCING ROOMS Although prompt lists with more entries are
Architects should introduce players to recommended, Architects should use room
rooms and describe them according to the and Entity Prompt lists of at least 25 or
room’s description, with slight more entries or from multiple prompt lists,
embellishments, as described in the self-created or otherwise. Architects who
NAVIGATING THE LIMINAL SPACE use multiple prompt lists with less than 25
section [P_9]. entries each during a session should
alternate between them to avoid repetition,
Architects should not introduce players to
keeping the session fresh
rooms with Entities in them right away; they
and unpredictable.
should be introduced gradually.
DU BIBENDUM SANTI
REVEALING DETAILS
Sed id vulputate eros, eget molestie nibh.
Architects should thoroughly read Room
Aliquam ullamcorper mi ut justo mollis, ut
and Entity Prompts before describing the
facilisis nunc mollis. Nulla pulvinar in nibh
room or entity to the players, as some
non gravida. Sed porttitor lectus ipsum,
prompt information should initially be
mattis porta felis cursus ut. Integer
withheld from the players and revealed to
malesuada mattis ipsum non vehicula. Nam
them later.
sed nisl nec urna facilisis semper. Fusce sit
After thoroughly understanding the prompt, nos. Nulla pulvinar in nibh non gravida. Sed
the Architect should describe it to the porttitor lectus ipsum, mattis porta felis
players. If the prompt lacks details, the cursus ut. Sed id vulputate eros, eget
Architect should expand upon the molestie nibh. Aliquam ullamcorper mi ut
information available. justo mollis, ut facilisis nunc mollis.

LIMINAL_ P_8
NAVIGATING THE LIMINAL SPACE
Whenever a player enters a room, the Architect determines the room’s characteristics using
prompts and, if required, the Doors Table (in the following order):
1. Room Prompts: determines the room’s 3. Entity Prompts: determines if the room
size, shape, and type, and describes has an Entity and describes it and
the room. its rules.
• Room Prompts are usually organized in a • If the players interact with anything within
table or a numbered list and include some the room, unless it contains a fixed Entity,
method of selecting prompts, usually they must make a Fatigue Test to see if an
using dice. Entity appears.
• Some of these tables or lists have their • If they fail, the Architect references
own set of instructions; it is the Architect’s Entity Prompts to determine which Entity
choice whether to adhere to them. appears. See Triggering Entities [P_9].
• Entity Prompts are usually organized and
2. Doors: The method for determining the selected similarly to Room Prompts and
number of doors a room has and their may have their own set of instructions; it
directions differs based on the Room is the Architect’s choice whether to adhere
Shape, of which there are 5, and the to them.
Room Prompt entry itself.
NOTE: Some Room Prompts may include the
• If not otherwise stated in the Room number of doors and information about the
Prompt entry, the number of doors for Entity the room contains. If this is the case, the
1-square-wide rooms, such as CORRIDOR- Architect does not need to roll for either.
SHAPED, L-SHAPED, T-SHAPED, and
CROSS-SHAPED rooms, is not rolled for; The Architect then describes the room
instead, every 1-square-wide wall at the
using the provided description. But they
end of each corridor that makes up these
rooms has a single door.
should not be limited to this, embellishing
• If not otherwise stated in the Room where they feel more description
Prompt entry, the number of doors for is warranted.
SQUARE-SHAPED rooms is rolled for on
The player then adds the room onto the
the Doors Table.
• Doors Table (D4): This table determines
paper mapping the Liminal Space, making
the number of doors in a SQUARE- sure doors and room placement make
SHAPED room that the players place on its sense. Players can rotate/flip rooms to fit
walls (a maximum of one door per wall). the current map. If the players wish, they
may assign a designated Cartographer. If
DOOR TABLE (D4) desired, players can make their own notes
1 1 Door on the map or a sheet of paper to remember
2 2 Doors the room’s content.
3 3 Doors The Liminal Space is infinite. If players ever
4 Dead Room (No Doors) reach the map’s edge, add more paper. If the
players run out of paper, the Liminal Space
instantly ABSORBS them.

P_9 LIMINAL_
ROOM SHAPES PROMPT FORMATTING
CORRIDOR-SHAPED (|): 1-square wide • Room Prompts may differ in formatting
rooms that form a straight corridor of and presentation from source to source,
any length. but they should all have the following
details: a method of selecting the Room
L-SHAPED (L): 1-square wide rooms that
Prompt, shape and dimensions, room
form a corridor with a corner. The first
type, description of the room and its
dimension is the length of one side of the
rules, and, if they have an Entity,
corridor; the second is the other’s length.
description of said Entity and its rules.
T-SHAPED (T): 1-square wide rooms
• Entity Prompts may differ in formatting
comprised of two equal-length corridors.
and presentation from source to source
One of these corridors is split down the
but should have the following details: a
middle.
method of selecting the Entity Prompt, a
The first dimension is the length going description of the Entity and its rules, if it
toward the split corridor, including where the has any.
corridors intersect; the second dimension
is the entire length of the split corridor. PROMPT SELECTION
Although using dice is the usual method of
Corridors cannot have an even length or a
selecting prompts from a prompt list,
length of 1 square.
players may encounter other methods.
CROSS-SHAPED (+): 1-square wide rooms Architects are encouraged to create unique
made of two corridors intersecting at the ways of selecting prompts. Other methods
center; often with odd-numbered lengths include using playing cards, Tarot cards,
(3×3, 5×5, 7×7, etc.). The first dimension is coins, etc., to name a few.
the length of one side of the cross; the
Duis fringilla ligula et nulla venenatis
second is the length of the other.
dignissim. Pellentesque at rutrum sapien,
SQUARE-SHAPED (0): Simple square or tincidunt placerat elit. Etiam sapien nibh,
rectangular rooms with 4 walls. malesuada eu sapien vel, rhoncus faucibus
metus. Nam scelerisque sem ut facilisis
NOTE: Sometimes, different symbols are used
vestibulum. Sed condimentum mi molestie,
to differentiate room shapes, or no symbols at
all, providing only the room shape’s name. dignissim nibh at, mollis massa. Nullam
congue pharetra luctus. Vivamus at
Aliquam dolor turpis, laoreet non convallis bibendum diam, vitae iaculis lorem.
in, commodo id risus. Pellentesque placerat Aliquam dolor turpis, laoreet non convallis
ex non tellus ornare, eget ultrices justo in, commodo id risus. Pellentesque placerat
dapibus. Sed eros tortor, auctor et quam ex non tellus ornare, eget ultrices justo
nec, posuere bibendum massa. Sed eros dapibus. Sed eros tortor, auctor et quam
tortor, auctor et quam nec, posuere nec, posuere bibendum massa. Sed eros
bibendum massa. Fusce ac tortor ac nunc tortor, auctor et quam nec, posuere
egestas Fusce ac tortor ac nunc egestas. bibendum massa. Fusce ac tortor ac nunc
egestas Fusce ac tortor ac nunc egestas. egestas Fusce ac tortor ac nunc egestas.

LIMINAL_ P_10
ROOM TYPES VANISHED ROOMS: Like any other room, but
STARTING ROOM: A 3×3 square with a door with a key difference, it can vanish. An
on each plain yellow wallpapered wall. The Entity’s ability, attack or the room itself
foam drop tile ceiling contains a single sometimes causes a room or door to vanish
flickering light panel. Besides a dirty, removing it from the map and creating a
stained dark brown carpet, it is completely void space in its place. If this happens, the
vacant, barring a useless light switch near Architect crosses it out, and players can no
the North door. Where all players begin their longer enter or move through it. If this
Liminal Space experience, this room does separates players, they must find another
not contain an Entity. way to reunite and escape. In the rare event
players are trapped in a room that vanishes,
REGULAR ROOMS: The majority of rooms they are automatically ABSORBED.
within the Liminal Space. Containing
strange situations/scenarios or even oddly ESCAPE ROOMS: Every DISPLACED aims to
normal spaces. find a room with an exit from the Liminal
Space. These rarely encountered rooms may
REST ROOMS: A safe space providing a be inobvious, even containing a puzzle to
brief pause from long winding rooms filled solve before escaping. Allows any player
with unspeakable horrors. These rooms who enters to escape the Liminal Space.
permit Respite when entered, decreasing a However, each player must reach an Escape
player’s Fatigue. The Liminal Space is not a Room to escape. Players should remember
friendly place—at best, it is indifferent and they must venture back into the shifting
uncaring, if not Hostile. As such, Rest corridors if they wish to bring any remaining
Rooms cannot exist next to each other. If a player to the escape.
rolled Room Prompt would create such a
situation, reroll. Rest Rooms never contain OTHER/MISC. ROOMS: Any rooms not
dangerous Entities. defined above. Some expansions may
introduce other types of rooms that are not
DEAD ROOMS: Entered and exited via a mentioned here. If this is the case, refer to
single door/entrance. These do not generate the expansion.
more doors, creating a Dead End. If any of
the prompts create a Dead Room or a Dead DOORS
End, a room with only one door from which Doors usually appear in the centre of a
the player entered, then the player must room’s walls; players should try to adhere to
return to another room and enter another this. If impossible, players should place
door. No door is placed if a 4 is rolled on the doors as close to the wall’s centre as
Door Table. If there are no other doors to possible or in a similarly sensible location.
explore, the game is lost, and the Liminal
Lorem ipsum dolor sit amet, consectetur
Space claims all of the players.
adipiscing elit. Vivamus odio elit felis,
Sed porttitor lectus ipsum, mattis porta felis malesuada gravida ligula nec, porta varius
cursus ut. Integer malesuada mattis ipsum est. Donec iaculis, mi at venenatis interdum,
non vehicula. Nam sed nisl nec urna facilisis lacus risus pharetra sem, ut iaculis nisi
semper. Fusce sit amet ante id facilisis. augue et metus. Oodio felis, malesuada
Integer malesuada ipsum non vehicula. gravida ligula nec, porta varius est.
P_11 LIMINAL_
ARCHITECT KEY MAP
The Architect records each room the
players encounter on the map, noting the
2
sequential room number on the map and 0 3
the corresponding Room/Entity number on 1

their hidden key from their associated


prompts list.
Rooms with a Triggered Entity or turn
Architect Key
Hostile should also be noted on the key so 0: Starting Room.
the Architect never loses track of room 1: R#19/E#14 - Triggered Entity.
locations. Players may make notes on the 2: R#77/E#7.
map as they wish. 3: R#60/E#67 - Hostile Room.

MAPPING CONVENTIONS
DOORS (1): Two lines on the edge of a wall; the space between represents the door. Below
is an example of a small room with four doors.
STARTING ROOM (2): Marked with a small • in the center.
REST ROOMS (3): Marked with a small cross in the center.
DEAD ROOMS (4): Demarcated by a line around the outside of the room on the walls
without doors.
VANISHED ROOMS (5): Marked by crossing out the room.
ESCAPE ROOMS (6): Marked by drawing a small arrow pointing North in the center.

1 2 3 4 5 6
PLAYING AGAIN DUIS BIBENDUM
When playing a new game, players may Sed id vulputate eros, eget molestie nibh.
choose to reuse the map. In this case, the Aliquam ullamcorper mi ut justo mollis, ut
Architect draws a new Starting Room at an facilisis nunc mollis. Nulla pulvinar in nibh
adequate distance from the previous non gravida.
game’s rooms. This represents the players Proin tincidunt mauris non justo elementum
finding an old map containing a few rooms. faucibus. Cras mattis ut sem in volutpat.
Sed porttitor lectus ipsum, mattis porta felis Aliquam suscipit vehicula congue.
cursus ut. Integer malesuada mattis ipsum Phasellus iaculis augue et ligula tempus,
non vehicula. Nam sed nisl nec urna nec ultricies metus pretium. Mauris at arcu
facilisis semper. Fusce sit amet ante id. a sem dolor volutpat.
LIMINAL_ P_12
FATIGUE/FATIGUE TRACKER
Players eventually get tired of tirelessly exploring the endless maze represented by Fatigue.
The higher the Fatigue gets, the easier a player gets lost. Players start at 1 Fatigue, and the
Liminal Space ABSORBS them at 100. Players can use the Fatigue Tracker, crossing out
gained Fatigue. When they lose Fatigue, they remove crossed-out Fatigue. Alternatively,
players may use a D% and a D10 to keep track of their Fatigue.

FATIGUE TRACKER

91 92 93 94 95 96 97 98 99 100

81 82 83 84 85 86 87 88 89 90

71 72 73 74 75 76 77 78 79 80

61 62 63 64 65 66 67 68 69 70

51 52 53 54 55 56 57 58 59 60

41 42 43 44 45 46 47 48 49 50

31 32 33 34 35 36 37 38 39 40

21 22 23 24 25 26 27 28 29 30

11 12 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10

Sed porttitor lectus ipsum, mattis porta felis Nam sed nisl nec urna facilisis semper.
cursus ut. Integer malesuada mattis ipsum Fusce sit amet ante id. Integer malesuada
non vehicula. Nam sed nisl urna facilisis. mattis ipsum non vehicula sed porttitor.

P_13 LIMINAL_
INCREASING FATIGUE DECREASING FATIGUE
• Entering a room for the first time raises • Respite (consuming food or resting):
Fatigue by 1D6+6 for the active player Respite lowers Fatigue by 1D8, which
and 1D6 for those following. When players can only perform once per room
players enter a previously visited room, (which cannot be Hostile or contain an
they raise their Fatigue by 1D4. Entity) except for Rest Rooms.
• Remaining in the same room can increase • Architect Reward (Esteem/Confidence
a player’s Fatigue by 1D8. On their turn, Boost): The Architect may reward players
they must take a Fatigue Test. If they roll with a decrease in Fatigue for clever and
above their Fatigue, nothing happens. inventive roleplaying, interactions with
Otherwise, they accrue 1D8 Fatigue, and rooms and their contents (including
the room is Hostile. In a Hostile room, Entities) and item use. Architects reward
players gain 1D8 Fatigue every turn. players with approximately a 1D8 (or
• Failing to evade an Entity causes it to more) decrease in Fatigue when
attack, dealing 1D8 Fatigue. describing their actions without using
• When a player fails an Architect-issued items and double it when using items.
Fatigue Test—the Architect decides on The amount rewarded is ultimately up to
the amount of Fatigue the player gains. the Architect.
• Other/Misc. Methods: Any methods not • Other/Misc. Methods: Any methods not
defined above. Some Room/Entity defined above. Some Room/Entity
Prompts and whole expansions may Prompts and whole expansions may
introduce other methods of introduce other methods of
increasing Fatigue. decreasing Fatigue.
DU BIBENDUM DUIS BIBENDUMIS
Sed id vulputate eros, eget molestie nibh. Sed id vulputate eros, eget molestie nibh.
Aliquam ullamcorper mi ut justo mollis, ut Aliquam ullamcorper mi ut justo mollis, ut
facilisis nunc mollis. Nulla pulvinar in nibh facilisis nunc mollis. Nulla pulvinar in nibh
non gravida. Sed porttitor lectus ipsum, non gravida.
mattis porta felis cursus ut. Integer Sed porttitor lectus ipsum, mattis porta felis
malesuada mattis ipsum non vehicula. Nam cursus ut. Integer malesuada mattis ipsum
sed nisl nec urna facilisis semper. Fusce sit non vehicula. Nam sed nisl nec urna facilisis
amet ante id augue suscipit tempus. Sed semper. Fusce sit amet ante id augue
finibus pulvinar orci, et ultrices urna suscipit tempus. Sed finibus pulvinar orci, et
consequat ac. Pellentesque eu purus ultrices urna consequat ac. Pellentesque eu
consectetur, facilisis massa at, mattis ero purus consectetur, facilisis massa at, mattis
elementum consectetur. Integer tempus ero elementum consectetur. Integer tempus
odio non tempus viverra. Nam sed nisl nec odio non tempus viverra. Nam sed nisl nec
urna facilisis semper. Nam sed nisl nec urna urna facilisis semper. Nam sed nisl nec urna
facilisis semper.Sed id vulputate eros, eget facilisis semper. Sed id eros, eget molestie
molestie. Aliquam ullamcorper mi ut justo nibh. Aliquam ullamcorper mi ut justo mollis,
mollis, ut ut nunc. Nulla pulvinar in nibh non gravida.

LIMINAL_ P_14
ITEMS
CHOOSING ITEMS CARRYING ITEMS
Some rooms mention or imply items among A player may take and carry as many items
the room’s contents. The Architect decides as a person feasibly can, which is ultimately
what items a room contains and which up to the Architect. For every item carried, a
players can pick up and use. If the room player takes +1 Fatigue per room entered.
lacks implicit items or the Architect dislikes All items dropped by players vanish once
the room’s items, they can add their own. If vacated as the item is ABSORBED.
the Architect is having difficulty deciding
ITEM DURABILITY
what items to include, they may use the
table below. Although it does not feature a Players should be mindful of when and how
comprehensive item list, it gives the they use items. Some are multiple-use, and
Architect a general idea of what kind of others are one-use only. The Architect can
items a room can include. decide at any time when an item becomes
depleted or ineffective, such as when a
ITEM (D20) flashlight’s batteries run out or by breakage,
1. No Item. such as using a pool cue to hit something or
2. Flashlight. block a door.
3. Large Styrofoam Hand. USING ITEMS
4. Megaphone. Players can use items in various ways:
5. Empty Water Bottle. eating food, navigating hazards, dodging
6. 2’ x 4’ Wooden Plank. Entities, and even negating Fatigue Tests.
7. Boxcutter. The Architect should reward good roleplay,
and if something makes sense, the player
8. Thick Encyclopedia/Telephone Book.
can attempt it. If using an item seems risky,
9. Sunglasses. apply a Fatigue Test or even negate the roll
10. Black Cat Hanging Clock. or result.
11. Locked Leather Briefcase.
NOTE: The Architect has the final say
12. Typewriter.
on probability.
13. Large Artificial Potted Plant.
On a successful and inventive use of an
14. Pool Cue.
item, issue an Architect Reward [P_14]; this
15. Red Rotary Phone. incentivizes item use and gives players a
16. Corporate Branded Stapler. burst of energy to continue.
17. Plastic Pink Flamingo.
Sed id vulputate eros, eget molestie nibh.
18. Bowl of Fresh Fruit. Aliquam ullamcorper mi ut justo mollis, ut
19. Fishing Rod. facilisis nunc mollis. Nulla pulvinar in nibh
20. No Item. non gravida.

P_15 LIMINAL_
ATTACKING WITH ITEMS STARTING ITEMS
Players cannot hurt Entities; to try would be By mutual agreement between players and
foolish, and they should be penalized with a the Architect, player characters can be
Fatigue Test—or even an instant Fatigue equipped with an item or a selection of
increase. Players should use items that items at the start of a session, rather than
seem like weapons in much more only discovering them in the Liminal Space;
interesting ways. this could be something as simple as a
handheld camcorder, adding a personal
EXAMPLE: A player enters a room containing a touch to the character’s journey.
hospital bed behind a glass screen. An Entity
lies in the hospital bed separated by the door. Starting items may be those listed in the
The player reacts quickly, wedging a pool cue player’s character preset background [P_6]
against the door’s handle, which expends it. or items of the player’s choice, as long as
The Architect decides the player should take a the player justifies how they relate to the
Fatigue Test to see if the Entity, now dragging
preset to the Architect and the
its rotten body towards the door, breaks the
door down. Architect approves.

The player rolls a D100 and gets a 63 against EXAMPLE: The player selects the graffiti artist/
their current Fatigue of 24, passing by a tagger preset character background. Items
significant difference. The player shakily moves listed in this preset include a permanent
into the next room as the Entity watches from marker, spray paint, and a balaclava. The player
behind the glass. dislikes these options and recommends to the
Architect that they prefer their character to
As a reward, the Architect decreases the
have a respirator mask.
player’s Fatigue by 16 and rules that the room’s
Entity remains trapped, allowing the other If a player is not using a preset character
players to pass through freely without background or one of their own making, they
Fatigue Tests. can recommend, with justification, items to
the Architect, but the Architect must
Sed porttitor lectus ipsum, mattis porta felis
approve of them.
cursus ut. Integer malesuada mattis ipsum
non vehicula. Nam sed nisl nec urna facilisis EXAMPLE: The player wants their character to
semper. Fusce sit amet ante id augue urna be a journalist. The player recommends the
tempus suscipit tempus. Sed finibus pulvinar items, a paper pad, pen, and camera, to
orci, et ultrices urna consequat ac. the Architect.
Pellentesque eu purus consectetur, facilisis If the player cannot decide upon starting
massa at, mattis ero elementum urna items, the Architect can decide for them.
consectetur. Integer tempus odio non
tempus viverra. Nam sed nisl nec urna If the Architect thinks these items require
facilisis semper. Nam sed nisl nec urna mechanics, they may create some for them,
facilisis semper. Sed id eros, eget molestie perhaps offering a buff; if not, follow the
nibh. Aliquam ullamcorper mi ut justo urna rules for using items as usual [P_15].
mollis, ut nunc. Nulla pulvinar in nibh non Nulla, ut nunc. Nulla pulvinar in nibh non
gravida. mollis, ut nunc. Nulla pulvinar in gravida. Nulla, ut nunc. Nulla pulvinar in nibh
nibh non gravida. non pulvinar gravida.

LIMINAL_ P_16
PLAYER STATUS
DISPLACEMENT ABSORBED/ABSORPTION
When an Entity or room DISPLACES a player, If a player’s Fatigue ties or exceeds 100, the
toss a D20 onto the current map. If it lands rooms ABSORB them. This can also result
on an already explored room, the player is from a room vanishing with a player inside
DISPLACED there and continues their turn. or from a trigger within a room. Being
If it lands on a Vanished Room, reroll onto ABSORBED is the equivalent of a
the map. If it lands on an empty space, the player dying.
Architect rolls a new room (which cannot be
a Dead Room) and the DISPLACED player
STUPIDITY RULE
continues their turn as normal. If a player intentionally kills themselves or
otherwise cause themselves great harm,
INJURIES they receive +100 Fatigue and are
Sometimes, players are injured by a room or instantly ABSORBED.
Entity. These generally have adverse effects
and cause a continuous rise in Fatigue. Any
ESCAPED
injuries should be recorded. Although rare, ESCAPED players have found
a way to leave the Liminal Space, usually
Lorem ipsum dolor sit amet, consectetur through an Escape Room. When players
adipiscing elit. Vivamus odio felis, escape the Liminal Space, they are
malesuada gravida ligula nec, porta varius considered winners, even though the
est. Donec iaculis, mi at venenatis interdum, condition of their escape may also be lethal.
lacus risus pharetra sem, ut iaculis nisi They can plummet to their deaths from far
augue et metus. above the ground.
Duis fringilla ligula et nulla venenatis Fusce eget lectus mattis, feugiat lacus nec,
dignissim. Pellentesque at rutrum sapien, rutrum eros. Nam accumsan sem ac libero
tincidunt placerat elit. Etiam sapien nibh, rhoncus, non vehicula mauris malesuada.
malesuada eu sapien vel, rhoncus faucibus Fusce pharetra nec nibh hendrerit pharetra.
metus. Nam scelerisque sem ut facilisis Cras malesuada consectetur neque. Proin
vestibulum. Sed condimentum mi molestie, eget ipsum.
dignissim nibh at, mollis massa. Nullam
congue pharetra luctus. Vivamus at Sed porttitor lectus ipsum, mattis porta felis
bibendum diam, vitae iaculis lorem. cursus ut. Integer malesuada mattis ipsum
non vehicula. Nam sed nisl nec urna facilisis
Aliquam dolor turpis, laoreet non convallis semper. Fusce sit amet ante id augue
in, commodo id risus. Pellentesque placerat suscipit tempus. Sed finibus pulvinar orci, et
ex non tellus ornare, eget ultrices justo ultrices urna consequat ac. Pellentesque eu
dapibus. Sed eros tortor, auctor et quam purus consectetur, facilisis massa at, mattis
nec, posuere bibendum massa. Sed eros ero elementum consectetur. Integer tempus
tortor, auctor et quam nec, posuere odio non tempus viverra. Nam sed nisl nec
bibendum massa. Fusce ac tortor ac nunc urna facilisis semper. Nam sed nisl nec urna
egestas Fusce ac tortor ac nunc egestas.
facilisis semper.
P_17 LIMINAL_
ENTITIES
Entities are beings of the rooms, creatures of nightmares wandering cursed halls. They
come in many shapes and sizes. Most are incredibly dangerous. Players cannot fight them,
and staying and facing one is ill-advised and likely fatal.
ENCOUNTERING ENTITIES TRIGGERING ENTITIES
When players come across a room Walls of every room, excluding Rest Rooms
containing an Entity or an Entity appears in and rooms with their own Entities,
the room they are in, everyone makes a potentially contain Entities. When players
Fatigue Test to evade it, escaping through interact with anything for the first time in a
the door of their choice. Otherwise, the room, they roll a Fatigue Test [P_17].
Entity attacks them, dealing 1D8 Fatigue. • FAILURE: The Architect selects or rolls
The player is then forcibly pushed into the for an Entity from an Entity Prompt list.
room they came from (this does not raise The room suddenly contains that Entity
Fatigue) and can try again, seek another and should be marked by its number on
route or find a player with lower Fatigue the map—traversal or fleeing triggers
to help. another Fatigue Test, that if failed the
player receives 2D8 Fatigue.
Whenever a player returns to a room with an
• SUCCESS: Reduce Fatigue by 1D8. A roll
Entity, they roll a new Fatigue Test even if
of 100 (Critical Success) reduces Fatigue
they previously successfully faced it.
by 2D8.
NOTE: Some Entities do not follow these rules.
Some Entities have their own rules or are a
VERA DUIS BIBENDUM
combination of these rules and their own. If Sed id vulputate eros, eget molestie nibh.
this is the case, refer to the rules described in Aliquam ullamcorper mi ut justo mollis, ut
their prompt. Use the rules presented here facilisis nunc mollis. Nulla pulvinar in nibh
when the prompt requires them or provides non gravida. Proin tincidunt mauris non justo
no rules. elementum faucibus. Cras mattis ut sem in
volutpat. Aliquam suscipit vehicula congue.
Sed porttitor lectus ipsum, mattis porta felis
Phasellus iaculis augue et ligula tempus,
cursus ut. Integer malesuada mattis ipsum
nec ultricies metus pretium. Mauris at arcu a
non vehicula. Nam sed nisl nec urna facilisis
sem dolor volutpat.
semper. Fusce sit amet ante id augue
suscipit tempus. Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Vivamus odio felis,
Sed finibus pulvinar orci, et ultrices urna
malesuada gravida ligula nec, porta varius
consequat ac. Pellentesque eu purus
est. Donec iaculis, mi at venenatis interdum,
consectetur, facilisis massa at, mattis ero
lacus risus pharetra sem, ut iaculis nisi
elementum consectetur. Integer tempus odio
augue et metus. Lorem ipsum dolor sit amet,
non tempus viverra. Nam sed nisl nec urna
consectetur adipiscing elit. Mauris at arcu a
facilisis semper. Nam sed nisl nec urna
sem dolor volutpat.
facilisis semper.

LIMINAL_ P_18
ESCAPING THE LIMINAL SPACE
DU BIBENDUM SANTI BIBENDUM
Sed id vulputate eros, eget molestie nibh. Sed id vulputate eros, eget molestie nibh.
Aliquam ullamcorper mi ut justo mollis, ut Aliquam ullamcorper mi ut justo mollis, ut
facilisis nunc mollis. Nulla pulvinar in nibh facilisis nunc mollis. pulvinar in nibh non
non gravida. Sed porttitor lectus ipsum, gravida. Sed porttitor lectus ipsum, mattis
mattis porta felis cursus ut. Integer porta felis cursus ut. Integer malesuada
malesuada mattis ipsum non vehicula. Nam mattis ipsum non vehicula. Nam sed nisl
sed nisl nec urna facilisis semper. Fusce sit nec urna facilisis semper. Fusce sit nos.
nos. Nulla pulvinar in nibh non gravida. Sed Nulla pulvinar in nibh non gravida. Sed
porttitor lectus ipsum, mattis porta felis porttitor lectus ipsum, mattis porta felis
cursus ut. Sed id vulputate eros, eget cursus ut. Sed id eros, eget molestie nibh.
molestie nibh. Aliquam ullamcorper mi ut Aliquam ullamcorper mi ut justo mollis, ut
justo mollis, ut facilisis nunc mollis. facilisis nunc mollis.
VERA DUIS BIBENDUM Duis fringilla ligula et nulla venenatis
Sed id vulputate eros, eget molestie nibh. dignissim. at rutrum sapien, tincidunt
Aliquam ullamcorper mi ut justo mollis, ut placerat elit. Etiam sapien nibh, malesuada
facilisis nunc mollis. Nulla pulvinar in nibh eu sapien vel, rhoncus faucibus metus. Nam
non gravida. Proin tincidunt mauris non scelerisque sem ut facilisis vestibulum. Sed
justo elementum faucibus. Cras mattis ut condimentum mi molestie, dignissim at,
sem in volutpat. Aliquam suscipit vehicula mollis massa. Nullam congue pharetra
congue. Phasellus iaculis augue et ligula luctus. Vivamus at bibendum diam, vitae
tempus, nec ultricies metus pretium. Mauris iaculis lorem.
at arcu a sem dolor volutpat. Sed porttitor lectus ipsum, mattis porta felis
Lorem ipsum dolor sit amet, consectetur cursus ut. Integer malesuada mattis ipsum
adipiscing elit. Vivamus odio felis, non vehicula. Nam sed nisl nec urna
malesuada gravida ligula nec, porta varius facilisis semper. Fusce sit amet ante id.
est. Donec iaculis, mi at venenatis interdum, Integer malesuada mattis ipsum non
lacus risus pharetra sem, ut iaculis nisi vehicula. Integer malesuada mattis ipsum
augue et metus. Lorem ipsum dolor sit vehicula.
amet, consectetur adipiscing elit. Mauris at Sed porttitor lectus ipsum, mattis porta felis
arcu a sem dolor volutpat. cursus ut. Integer malesuada mattis ipsum
Sed id vulputate eros, eget molestie nibh. non vehicula. Nam sed nisl nec urna
Aliquam ullamcorper mi ut justo mollis, ut facilisis. Fusce sit amet ante id augue
facilisis nunc mollis. Proin tincidunt mauris suscipit. Sed finibus pulvinar orci, et ultrices
non justo elementum faucibus. Sed id urna consequat ac. Pellentesque eu purus
vulputate eros, eget molestie nibh. Aliquam consectetur, facilisis at, mattis ero
ullamcorper mi ut justo mollis, ut facilisis elementum consectetur. Integer tempus
nunc mollis. Proin tincidunt mauris non. odio non tempus. Nam sed nisl nec urna
facilisis semper. Nam sed nisl semper.
P_19 LIMINAL_
DU BIBENDUM DUISOUS BIBENDUM
Sed id vulputate eros, eget molestie nibh. Sed id vulputate eros, eget molestie nibh.
Aliquam ullamcorper mi ut justo mollis, ut Aliquam ullamcorper mi ut justo mollis, ut
facilisis nunc mollis. Nulla pulvinar in nibh facilisis nunc mollis. Nulla pulvinar in nibh
non gravida. Sed porttitor lectus ipsum, non gravida. Sed id vulputate eros, eget
mattis porta felis cursus ut. Integer molestie nibh. Aliquam ullamcorper mi ut
malesuada mattis ipsum non vehicula. Nam justo mollis, ut facilisis nunc mollis. Nulla
sed nisl nec urna facilisis semper. Fusce sit pulvinar in nibh non gravida. Nulla pulvinar
amet ante id augue suscipit tempus. Sed in nibh non gravida. Sed id vulputate eros.
finibus pulvinar orci, et ultrices urna
DUIS ALLA DEUS BIBENDUM
consequat ac. Pellentesque eu purus
consectetur, facilisis massa at, mattis ero Sed id vulputate eros, eget molestie nibh.
elementum consectetur. Integer tempus Aliquam ullamcorper mi ut justo mollis, ut
odio non tempus viverra. Nam sed nisl nec facilisis nunc mollis. Nulla pulvinar in nibh
urna facilisis semper. Nam sed nisl nec non gravida. Aliquam ullamcorper mi ut
urna facilisis semper.Sed id vulputate eros, justo mollis, ut facilisis nunc mollis. Nulla
eget molestie. Aliquam ullamcorper mi ut pulvinar in nibh non gravida.
justo mollis, ut Proin tincidunt mauris non justo elementum
Sed porttitor lectus ipsum, mattis porta felis faucibus. Cras mattis ut sem in volutpat.
cursus ut. Integer malesuada mattis ipsum Aliquam suscipit vehicula congue.
non vehicula. Nam sed nisl nec urna Phasellus iaculis augue et ligula tempus,
facilisis semper. Fusce sit amet ante id. nec ultricies metus pretium. Mauris at arcu
Integer malesuada mattis ipsum non a sem dolor volutpat. Aliquam ullamcorper
vehicula. Integer mattis ipsum vehicula. mi ut justo mollis, ut facilisis nunc mollis.
Nulla pulvinar in nibh non gravida.
Sed porttitor lectus, mattis porta felis
cursus ut. Integer malesuada mattis ipsum Sed id vulputate eros, eget molestie nibh.
non vehicula. Nam sed nisl nec urna Aliquam ullamcorper mi ut justo mollis, ut
facilisis. Fusce sit amet ante id augue facilisis nunc mollis. Nulla pulvinar in nibh
suscipit. Sed finibus pulvinar orci, et ultrices non gravida. Sed id vulputate eros, eget
urna consequat ac. eu purus consectetur, molestie nibh. ullamcorper mi ut justo
facilisis at, mattis ero elementum mollis, ut facilisis nunc mollis. Nulla
consectetur. Integer tempus odio non pulvinar in nibh non gravida. in nibh non
tempus. Nam sed nisl nec urna facilisis gravida. id vulputate eros. Sed id vulputate
semper. Nam sed nisl semper. eros, eget molestie nibh. Aliquam
ullamcorper mi ut justo mollis, ut facilisis
Sed id vulputate eros, eget molestie nibh. nunc mollis. Nulla pulvinar in nibh non
Aliquam ullamcorper mi ut justo mollis, ut gravida. Sed id vulputate eros, eget molestie
facilisis nunc mollis. Proin tincidunt mauris nibh. ullamcorper mi ut justo mollis, ut
non justo elementum faucibus. Sed id facilisis nunc mollis. Nulla pulvinar in nibh
vulputate eros, eget molestie nibh. Aliquam non gravida. in nibh non gravida. id
ullamcorper mi ut justo mollis, ut facilisis vulputate eros nunc mollis. Proin tincidunt
nunc mollis. Proin tincidunt mauris non. mauris non.

LIMINAL_ P_20
DESIGNING THE LIMINAL SPACE
CREATING ROOMS • Room Entities: Choose from among the 3
Architects must first decide on the room’s following ways how the room
general description and concept to create a handles Entities:
room. Be creative and descriptive but ◊ No Entity nor the potential of one randomly
concise. Architects can expand on the appearing like Starting Rooms and Rest
room’s smaller details during a session. Rooms [P_11].
◊ A random Entity appears in the room with a
• Room Shape: Choose a shape that best failed Fatigue Test.
suits the description of the room. There ◊ The room contains a unique Entity; describe
are 5 room shapes, some with specific it and give it special rules.
conditions that must be followed; refer to
REMEMBER: When choosing how the room
Room Shapes [P_10].
handles Entities or how they attack players,
◊ A room’s dimensions are expressed as two players may not be able to interact with the
numbers separated by an × (1×3, 3×3, 4×4, room much once the Entity is present.
5×6, 7×7, 10×10 etc.). These dimensions
mean different things to each room shape; CREATING ENTITIES
refer to Room Shapes [P_10]. Much like creating rooms, when creating
• Room Size: Choose a size that best suits Entities, an Architect first determines the
the room’s description. Is the room small, general description and concept; striving to
medium, or large? be creative, descriptive and concise.
◊ Small rooms have sides 1-3 squares long. When creating an Entity, envision a clear
◊ Medium rooms have sides 4-6 being/creature/monster and how it might
squares long. interact with a room. Entities can be
◊ Large rooms have sides 7+ or more squares attached to a specific room or triggered by a
long and should not exceed 10 squares. player interacting with a room‘s contents
• Room Type: Choose a room from among and failing a Fatigue Test. Mostly, Entities
the 6 types, excluding the Starting Room; are either one or the other depending on
refer to Room Types [P_11]. how an Architect wants the players to
experience the Entity.
• Room Doors: Choose whether the room
has a set number of doors or if the If tied to a single room, an Entity may
number is randomly determined by rolling interact with the room’s interior in specific
on the Door Table [P_9]. ways. If not, consider how it may interact
with any room, as it could potentially be
• Room Items: When creating a room, each randomly triggered in any room.
object, be it thematic or otherwise, is an
item [P_15] players can interact with, pick Architects decide how much Fatigue each
up and use. Sometimes, it is worth adding Entity inflicts and if it targets an individual
items to see how players will use them or every player.
within the Liminal Space.

P_21 LIMINAL_
ROOM FATIGUE & FATIGUE AMOUNT CREATING ROOM PROMPT LISTS
When the room or something within causes When creating a list of Room Prompts, an
a player to over-exert themselves, it Architect should remember half of
increases their Fatigue. LIMINAL_’s mechanics come from the
room’s randomized nature.
Some situations increasing Fatigue include:
• Entity attacks. When an Architect creates their own list of
• Performing a physical task. Room Prompts, it should contain at least
• Physical, emotional or mental damage. one Escape Room. There should also be
• Injury. sufficient numbered rooms to create a large
• Being frightened. table or list, ensuring players have many
• Dying. unique rooms to explore.
REMEMBER: Both Entities and the room itself Twenty rooms is a good starting number.
can inflict Fatigue. When inventing how a room Otherwise, Architects can simply choose to
and its contents, including Entities, cause interject their rooms with ones created by
Fatigue, consider what adverse effects they other players or those provided
may have on the player. A room does not
in expansions.
always need an Entity to harm a player.
Consider what seems sensible when More ambitious Architects may create 100
determining how much Fatigue an action or Room Prompts. Eventually, all Architects
event inflicts. will amass enough rooms to create a table
of 100 Room Prompts if they create a few
Different situations call for varying amounts for each session they run.
of Fatigue, scaling with the situation‘s
severity. Fatigue can be raised in flat CREATING ENTITY PROMPT LISTS
numbers (ex. 4 Fatigue) for a minor scare or Creating a list of Entities is much like
a die roll (ex. 1D4). creating Room Prompts. Half of LIMINAL_’s
mechanics come from the randomized
Regular Entities deal 1D8 Fatigue; however,
nature of the Entities encountered.
extremely dangerous Entities could deal
significantly more Fatigue. When an Architect creates their own list of
Entity Prompts, there should be sufficient
Death, accidental death, ABSORPTION, the
Entities to create a large table.
Stupidity Rule, etc., inflict 100 Fatigue,
killing the player outright. Twenty Entities is a good starting number.
Otherwise, Architects can simply choose to
Fatigue can be automatically inflicted under
interject their Entities with ones created by
certain conditions or by failing a
other players or those provided
Fatigue Test.
in expansions.
DUIS BIBENDUMI More ambitious Architects may create 100
Sed id vulputate eros, eget molestie nibh. Entity Prompts. Eventually, all Architects
Aliquam ullamcorper mi ut justo mollis, ut amass enough Entities to create a table of
facilisis nunc mollis. Proin tincidunt mauris 100 Entity Prompts if they create a few for
non justo elementum faucibus. Sed id each session they run.
vulputate eros, eget molestie nibh.
LIMINAL_ P_22
ARCHITECT-FREE & SOLO PLAY
If players wish to brave the Liminal Space solo or without the Architect, everyone acts as
players instead, rolling randomly for room characteristics.
Players should adhere to the following:
• As in games overseen by an Architect, in • Use the Item Selection Table [P_15] to
Architect-Free and Solo Play games determine if the room they enter contains
prompt lists with more entries are an item.
recommended. Players should use room ◊ If the Item Selection Table [P_15] choices
and Entity Prompt lists of at least 25 or are too limited; players can create their own
more entries or from multiple prompt list before a session. If ambitious enough,
lists, self-created or otherwise. they can base the list of items on a D20 or
D100, similar to creating room and Entity
Players who use multiple prompt lists Prompt lists [P_22]. When creating an item
with less than 25 entries each during a list, add a few no item entries (4-5 for a
session should alternate between them D20-based list and 10 or so for a
to avoid repetition, keeping the session D100-based list).
fresh and unpredictable. ◊ Players may carry a maximum of 4 items.
◊ To simulate item durability, make a
• Sed id vulputate eros, eget molestie nibh. Durability Test for every carried item for
Aliquam ullamcorper mi ut justo mollis, ut every 3 rooms traversed. To perform a
facilisis nunc mollis. Nulla pulvinar in nibh Durability Test roll a D6:
non gravida. Nulla pulvinar in nibh non. 1-3: SUCCESS, the item remains usable.
Sed id vulputate eros, eget molestie nibh. 4-6: FAILURE, the item becomes unusable.
Aliquam ullamcorper mi ut justo mollis, ut
◊ When using an item in a way that requires
facilisis nunc mollis. Nulla pulvinar in nibh
it to remain in place, the item is no
non gravida. Nulla pulvinar in nibh non. longer usable.
Sed id vulputate eros, eget molestie nibh.
Aliquam ullamcorper mi ut justo mollis, ut • Players disregard the Architect Reward
facilisis nunc mollis. Nulla pulvinar in rule. Be warned, this is much harder than
nibh non gravida. Null regular play.
• Sed id vulputate eros, eget molestie nibh. • Aliquam id vulputate eros, eget molestie
Aliquam ullamcorper mi ut justo mollis, ut nibh. Aliquam ullamcorper mi ut justo
facilisis nunc mollis. Nulla pulvinar in nibh mollis, ut facilisis nunc mollis. Nulla
non gravida. Nulla pulvinar in nibh non. pulvinar in nibh non gravida. Nulla
Sed id vulputate eros, eget molestie nibh. pulvinar in nibh non. Aliquam id vulputate
Aliquam ullamcorper mi ut justo mollis, ut eros, eget molestie nibh. Aliquam
facilisis nunc mollis. Nulla pulvinar in nibh ullamcorper mi ut justo mollis, ut facilisis
non gravida. Nulla pulvinar in nibh non. nunc mollis. Nulla pulvinar in nibh non
Sed id vulputate eros, eget molestie nibh. gravida. Nulla pulvinar in nibh non.
Aliquam ullamcorper mi ut justo mollis, ut Aliquam id vulputate eros, eget molestie
facilisis nunc mollis. Nulla pulvinar. nibh. Aliquam ullamcorper mi ut justo
mollis, ut facilisis nunc mollis.
P_23 LIMINAL_
EXAMPLE PROMPTS
ROOM PROMPTS (D6)
1 CORRIDOR-SHAPED (|) 1×3: The players enter a short, dimly lit hallway. Yellowing wallpaper covers the
walls, and rotting off-white carpet covers the floor. Several light switches surround the room, but none
seem to affect the flickering halogen light that fills the air with a low hum.
2 L-SHAPED (L) 4×4: The players enter a swelteringly hot pump room. Machines and pipes run up both
ends of the L-SHAPED room, gurgling with liquid. Red warning lights line the floor.
3 T-SHAPED (T) 3×5: The players enter a rapidly flooding sewer tunnel and must leave immediately. The
longer they stay in the tunnel, the more Fatigue they receive. Each minute they stay in the tunnel, up to
four minutes, they receive 10 Fatigue. Roll a D4—the result equals the number of minutes the players
spend in the tunnel. No Entity appears in this room. Once players leave, the room becomes a
Vanished Room.
4 CROSS-SHAPED (+) 3×3: The players enter a small room with stone walls and a single vault for its
ceiling, resembling one from ancient Rome—a circle is drawn in blood on the stone floor in the center of
the room.
5 SQUARE-SHAPED (0) 7×7: The players enter a room almost unrecognisable as a physical room. It is
one enormous pillow fort that seems to extend in all directions indefinitely, lit by fairy lights strung
about the many chairs and poles that hold the fort together. This room is a Rest Room. The room’s
doors will appear if the players walk long enough in one direction.
6 SQUARE-SHAPED (0) 1×1: The players enter a broom-closet, this room is a Dead Room.

ENTITY PROMPTS (D6)


1 A tall, gaunt, grey, naked, almost mummified humanoid with a giant grin materializes through the floor. It
stands there, licking the tips of its fingers as it weaves its arms and fingers as if controlling the puppet.
This Entity feeds on the life energy of the Disoriented if it can guess the emotion in the Disoriented’s
heart. When confronting this Entity, each player must choose and declare out loud an emotion from the
following: Hate: 1, Love: 2, Anger: 3, and Fear: 4. Roll a D4—players that chose the rolled emotion gain
D10+10 Fatigue.
2 A short, rubbery-skinned Entity with piercing eyes offers the players a vial of unknown blue liquid.
Though it does not speak, its intense gaze conveys that it wants them to drink the liquid. The Entity
does not immediately inflict Fatigue on the players; instead, it removes 2D10 Fatigue from players who
drink from the vial and inflicts 2D10 Fatigue on those who do not.
3 A banana peel. A random player receives D4 Fatigue.
4 A toilet with a little green goblin-like creature inside appears. The Entity splashes toilet water at
the players.
5 A four-foot meaty vein made of small intestines wriggles on the floor into view. If any players touch the
meaty vein, it rapidly grows into a meat-man Entity, attacks all players, and each player receives 2D8
Fatigue. If none of the players touch the meaty vein, none of them get attacked.
6 Razor wire shoots out of the walls, creating a crisscrossing web of pain. Failing a Fatigue Test against
this Entity does not cause players to move back; instead, they remain indefinitely suspended in the wire,
gaining 100 Fatigue. The players are ABSORBED by the Liminal Space.

LIMINAL_ P_24
CHARACTER SHEET
NAME BACKGROUND

FATIGUE TRACKER

91 92 93 94 95 96 97 98 99 100

81 82 83 84 85 86 87 88 89 90

71 72 73 74 75 76 77 78 79 80

61 62 63 64 65 66 67 68 69 70

51 52 53 54 55 56 57 58 59 60

41 42 43 44 45 46 47 48 49 50

31 32 33 34 35 36 37 38 39 40

21 22 23 24 25 26 27 28 29 30

11 12 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10

INJURIES NOTES

ITEMS

P_25 LIMINAL_
NOTES

LIMINAL_ P_26

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