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Let Us in Liminal Horror Conversion

This document provides a conversion guide for running the adventure Let Us In using the Liminal Horror system. It includes summaries of character creation and mechanics, as well as notes on integrating antagonists and a rules reference.

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Luis Ovalles
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0% found this document useful (0 votes)
409 views5 pages

Let Us in Liminal Horror Conversion

This document provides a conversion guide for running the adventure Let Us In using the Liminal Horror system. It includes summaries of character creation and mechanics, as well as notes on integrating antagonists and a rules reference.

Uploaded by

Luis Ovalles
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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A NEO-70S HORROR ADVENTURE IN THE LAST LANDS BY

L U K A R E J E C

A LIMINAL HORROR CONVERSION BY

GOBLIN ARCHIVES
LIMINAL HORROR
LU KA R EJ EC
—system-neutral one-shot horror in the Lastlands for four ordinary heroes—

This conversion guide is meant to help facilitators run


Let Us In using the Liminal Horror system.

The adventure is written as such that it required


minimal conversion. Facilitators will need a copy of Let
Us In, as well as this conversion guide in order to
successfully bring Luka’s 3-hour modern 70s horror
thriller to the table.

Goblin Archives has created this document to note what


changes are necessary to the original adventure in
order to be able to seamlessly use Liminal Horror.
When possible, rules have been included to minimize
the need to reference the Liminal Horror system
documents.

Any rules note included will be hyperlinked.

Let Us In can be found in print+pdf at Exalted Funeral


and as a digital pdf on itch.io

Full rules for Liminal Horror can be found

In Print at Exalted Funeral

Digital pdf on itch.io

Web Based
FOUR HEROES (p7)

In addition to describing the four Have players roll 1d6 to determine


heroes (and handing out the card the hero’s starting Hit Protection
that contains actions and (HP).
motivations), the Facilitator should
have players roll stats for their
characters.

The descriptions and motivations of


each character will round out the
character creation process.
For each hero, have players roll 3d6 Remember to keep motivations
for each of their character’s ability secret from other players.
scores, in order. They may then swap
any two of the results.
The custom Actions are fairly
compatible with Liminal Horror’s
Strength (STR): Used for saves in system. Two actions that may require
instances of physical power and small conversion are:
endurance. Physical damage targets
STR.

Dexterity (DEX): Used for saves in


instances of speed, subtlety, and
precision. Action 1 : Quiet competence. When
there would be some risk to an action
Control (CTRL): Used for saves in (requiring a roll) they instead
instances of the weird, luck, social succeed, avoiding the risk.
interaction, emotional strain, stress,
and fallout. Stress targets CTRL.

Action 1: Dirty Fighter. The bonus they


gain is Enhanced Damage ( increase
damage die to 1d12)

Actions are compatible as written.


For ease of play you can use these
predetermined stats:
3 HP, 11 STR, 13 DEX, 7 CTRL
MECHANICS (p8)

Po-hu touch: Every time a po-hu The Liminal Horror save system
touches a character’s exposed flesh, replaces the included d6 Know
it injects their “uplift spores.” Each Resolution.
occurrence triggers a CTRL save. If the
hero fails their save, they drop a
point, moving one step closer toward Players make saves in order to
becoming a Po-hu. determine success when there is a
potential risk involved in the action.
If there is no risk or interesting
Monstrous: This works the same as in narrative outcome, no roll is needed.
Let Us In, with every monstrous/
inhuman action moving the hero
closer toward being a monster. If a To make a save PCs roll a d20 against
character reaches M on the humanity the target attribute. If they roll equal
track they are immune from the Po- to or under that ability score, they
hu touch. pass. Otherwise, they fail. A 1 is
always a success, and a 20 is always a
The Relative • P 2 3 4 5 M failure.
The Friend • P 2 3 4 5 M
The Driver • P 2 3 4 5 M If there is a contested action, the
party at most risk makes the save.
The Guide • P 2 3 4 5 M
The Assistant • P 2 3 4 5 M (p15)

ANTAGONISTS (p10)
0 HP, 10 STR, 10 DEX, 10 CTRL
• To be invited inside.
• To help others ascend.
• To build the cupola.

Po-Hu Touch: They will attempt to


touch the exposed skin of humans to
inject their “uplift spores”

[ ]
Liminal Horror uses a stress mechanic that can result in narrative based
fallout. There are 3 options for how to integrate them into Let Us In:
1. Use the Liminal Horror provided fallouts. It will allow for the table to
continue on with any surviving characters after the events of this adventure.
2. Use the Po-Hu Touch [d8] table as fallouts, forcing players to continue on as
their heroes are weighed down by the effects of the uplift spores. Exclude the
note that the results are the last moment of consciousness..
3. Custom Fallouts: Create your own custom fallouts tailored to Let Us In. An
examples of custom fallouts:

Chorus of the Lost: You slowly start to hear a quiet symphony of screams, each
voice a perfect note. The “music” gets more distinct the closer you get to the
Po-Hus.
RULES SUMMARY
STR: Physicality, brawn & toughness. All attacks automatically hit. Attackers roll
DEX: Speed, sneaking & precision. their Stress or Damage die, subtract any
CTRL: Willpower, charm & weird protections from Armor (damage) or
Stability (stress), and deal the remaining
total to the opponent's HP. Excess damage
Roll d20 equal to or under target Ability. is dealt to STR and excess stress is dealt to
The party at most risk in a contested CTRL.
action makes the save.
If there are Multiple attackers, or one
using two weapons, roll all damage dice
HP reflects a character’s ability to avoid together and keep the single highest die.
damage (both physical and stress).
Unarmed attacks always do 1d4 damage.
Impaired attacks (position of weakness)
A quick rest fully restores HP but can leave reduce damage die to 1d4. Shooting into
the investigators exposed. Ability loss cover is Impaired. Enhanced attacks
requires a week’s rest with medical or (position of advantage) increase damage
magical aid. die to 1d12. Blast affects all area targets,
rolling separately for each.

Deprived keeps a PC from recovering HP.


Being deprived for more than 24hrs adds Damage that exceeds the remaining HP
Fatigue to a PCs inventory. Fatigue takes applies the excess to STR. They must then
up one slot and lasts until they can make a STR save to avoid critical damage.
recuperate. This can happen multiple Failure drops them out of combat, dying if
times left untreated.

Having STR 0 means death; having DEX 0 is


PCs have 10 inventory slots. Most items paralysis; having CTRL 0 they are lost.
take up one slot. Bulky items take up two
slots and are awkward or difficult to carry.
All 10 slots being in use lowers HP to 0. Choose Stress Fallout when:
� Stress reduces a PC's HP to exactly 0
A new spell is created each morning. It is � A PC takes critical stress (when they
random or is a copy of one the previous fail a CTRL save after reducing CTRL due
day. Spells take up one item slot. Spells to stress)
cost one action to cast. One may attempt a
CTRL save to retain the spell. If deprived Each Stress Fallout entry:
or in danger, a CTRL save may be required � Can only be chosen once at the table
to avoid dire consequences. (unless otherwise noted).
� Permanently Consumes an inventory
On their turn, characters may move 40ft slot.
and take a single action. Actions are
casting a spell, attacking, additional
movement, or some other reasonable
action. These are simultaneous.

Retreating from a doomed situation


requires a successful DEX save and a safe
destination.

For the Start of Combat round, characters


must pass an DEX save in order to act.
Subsequent turns have players acting,
then adversaries.

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