Liminal Minimal Edition 1-Page
Liminal Minimal Edition 1-Page
–
                                                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.
                                                                                 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
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.
                                                                                              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