Loner: Urban Fantasy

Author

Roberto Bisceglie

Published

July 31, 2026

Loner: Urban Fantasy

Loner: Urban Fantasy is a solo tabletop RPG adventure set in contemporary cities where magic bleeds through the cracks of mundane reality.

This minimalist Solo Role Playing Game is designed to explore the hidden supernatural world existing alongside everyday life, where ancient powers wear modern faces and discovery changes everything.

Introduction

Loner: Urban Fantasy follows the following design principles:

  1. Portable: to play you will need a few common (six-sided) dice and writing materials. Anything else is optional and not essential.
  2. Rules-Light: the game relies on a few rules and only one solving mechanic, easy to learn and eventually to memorize.
  3. Tag-based: characters and situations are defined only by qualitative descriptors and no quantitative characteristics.

With a focus on quick resolutions, Loner: Urban Fantasy throws you headfirst into the heart of the action. Your character will be defined by thematic tags: Awakening Sorcerer, Magic Student, Hedge Witch, Haven Protector, or Oath-Bound Guardian.

What is a Role Playing Game (RPG)?

A role-playing game (RPG) is a type of game in which players assume the roles of fictional characters and act out their actions and decisions within a narrative or imaginary setting. The outcome of these actions and decisions is often determined by a set of rules and game mechanics, such as dice rolls or statistical attributes of the characters. Players may also collaborate to create a shared story or narrative through their characters’ actions and interactions.

What is a Solo RPG?

In a solo RPG a single player takes on the roles of one or more characters, while also simultaneously managing some elements of the game world. These games typically involve the use of a rule system and game mechanics to determine the outcome of actions taken by the player-controlled characters. Unlike a gamebook (such as the Fighting Fantasy, Lone Wolf, and Tunnels & Trolls series) a solo RPG is not a form of interactive, forked narrative in which outcomes are pre-determined and limited by the author’s choices.

Through the interaction of player, oracle, tools, and prompts, the character’s actions will build an emergent narrative within whose boundaries anything can be attempted, without predetermined limits.

Safety Tools

You will play alone, but be sure to play in an environment that is comfortable for you, without overexerting yourself, and reserve the option to stop as soon as you feel uncomfortable for any reason, physical or emotional. Don’t be afraid to tackle new themes, but do so in full awareness of your boundaries.

Minimum Requirements

To play Loner: Urban Fantasy you will need:

  • 4 six sided dice (also known as d6s): two pairs of different colors
  • Paper and writing tools: at least a sheet of scrap paper and pencil, but index cards or sticky notes are a fine addition
  • Character sheet: you may use the provided sheet at the back or a simple index card.
  • Notebook: Loner: Urban Fantasy is not a solo journaling game, you can easily play it in the “theater of mind”. But you can keep track of your game if you feel the need!

The Veiled World

The city you know is a lie—or rather, an incomplete truth. Beneath the surface of traffic jams and coffee shops, supernatural beings walk unnoticed. Magic flows through ley lines hidden under subway tunnels. Ancient pacts shape corporate boardrooms. The Veil—that gossamer barrier between mundane and magical—grows thinner every day.

  • The Veil: Magic hides in plain sight—not through enforcement but through disbelief. Most humans explain away what they see. Those who truly see can’t unsee.
  • Safe Havens: Certain places exist between worlds—the 24-hour occult bookshop where practitioners gather to learn, the bar that serves as community hub and support group, the community center teaching young magic-users control.
  • Communities and Teachers: Power flows through knowledge, not hierarchy. Some practitioners form schools or collectives; others walk solitary paths. Mentors pass down traditions, but no one faction controls magic itself.
  • Living History: Centuries-old beings navigate smartphones and social media. Ancient feuds play out through legal battles and urban development. The old ways adapt or die.
  • The Awakening: Some discover magic through heritage, others through accident or desperation. The moment of first true seeing changes everything—there’s no going back.
  • Portal Geography: Certain locations serve as crossroads to other realms—the Mirror City, the Borderlands, the Deep Dream. What happens there echoes here.
  • The Price: Magic always costs something. Power demands sacrifice, transformation, or consequence. Shortcuts lead to corruption or catastrophe.

Safe Havens

Safe havens are more than neutral territory—they’re gathering places, learning spaces, and refuges for the supernatural community.

Examples:

  • The Midnight Bookshop: Occult bookstore that’s also a library, study space, and meeting point for practitioners seeking knowledge
  • The Haven Bar: Supernatural hangout where you can be yourself, get advice, find work, and sometimes get into trouble
  • The Teaching Circle: Informal school where mentors pass down knowledge to students in basement classrooms and rooftop gardens
  • The Community Center: Mortal facade hiding magical support group meetings and practice spaces
  • The Underground Market: Night market trading magical goods, information, and services between practitioners
  • The Sanctuary Apartment: Rotating safe house for those in danger, its location known only to trusted community members

What Havens Provide:

  • Safety from mundane interference and hostile forces
  • Access to knowledge (books, mentors, fellow practitioners)
  • Community and belonging for those caught between worlds
  • Resources, contacts, and sometimes employment
  • Refuge when things go wrong

Haven Rules:

Most havens have simple agreements rather than formal laws: no violence inside, respect others’ privacy, help maintain the wards if you can. These aren’t enforced by authority—they’re maintained by community trust.

Violating haven trust brings personal consequences: exile from the only safe space you have, loss of community support, and the knowledge that you’ve destroyed something precious. Haven keepers don’t punish—the community simply stops trusting you.

Playable Themes

Discovery and Identity: The moment everything changes—learning you’re not entirely human, that magic is real, that your family lied for your protection. Navigating between worlds, choosing which parts of yourself to embrace or reject.

Forbidden Knowledge: Researching ancient texts in modern archives, decoding grimoires disguised as cookbooks, learning that some questions attract dangerous attention. The pursuit of understanding drives both wonder and horror.

Learning and Mastery: Magic requires study, practice, and often a teacher willing to share secrets. Spellcraft is messy and dangerous when rushed. Finding mentors, decoding grimoires, and practicing techniques drive growth and discovery.

Found Family: Building bonds across species and traditions, creating chosen families that transcend old prejudices. These connections become both your greatest strength and most dangerous vulnerability.

Identity and Belonging: Navigating between magical and mundane identities. Choosing whether to embrace your nature or resist it. Finding where—and with whom—you truly belong.

Consequences Over Morality: Actions ripple outward in complex ways. Saving one person might doom another. Power used for good still changes you. Every choice creates new problems.

The Veil’s Cracks: Smartphones capture the impossible, social media spreads secrets, forensic science gets too good. Maintaining the Veil becomes harder as technology advances and more people awaken.

Timeline

The Old Laws (Ancient-1900s): Magic and mundane coexisted openly until the Burning Times drove supernatural society underground. The great Veiling established rules of secrecy enforced by all factions.

The Industrial Compromise (1900s-1970s): Supernatural beings adapted to urbanization and technological change. New safe havens emerged. Old families consolidated power while rogue practitioners pushed boundaries.

The Information Age (1980s-2010s): Digital technology complicated the Veil. The internet connected isolated practitioners and awakened more people to the truth. Factions struggled to maintain control as information spread faster than ever.

The Present (Current): The Veil frays thin in places. Climate change affects magical ecosystems. Social movements challenge traditional hierarchies within supernatural society. Young practitioners question the old ways while ancient beings struggle to adapt. Something is changing, building toward a breaking point.

Characters

You’re caught between worlds now. Maybe you just discovered the truth, or perhaps you’ve lived it your whole life. Either way, the mundane facade can’t hide the magic bleeding through the cracks anymore. Safe havens beckon, factions recruit, and power waits for those willing to pay the price.

Everything is a Character

In Loner: Urban Fantasy Non-Playing Characters (NPCs), Foes, Organizations, Monsters, and even relevant objects like vehicles are characters too!

Your Protagonist is described by some fixed traits:

  • Name: The name should be iconic and consistent with the tone and setting of the story.
  • Concept: A concise description of the character’s profession, background, and abilities. The best are adjective-name pairings, like “Awakening Techno-Witch” or “Reluctant Pack Heir”.
  • Skills (x2): Abilities not necessarily character-specific but not characteristics common to all. “Smart” is not a skill, “Ley Line Navigator” is.
  • Frailty: Something that could potentially get in the way of the character, either physically, mentally, or socially.
  • Gear (x2): Particular equipment supplied to the character in coherence with the setting. Everyday items are taken for granted and do not fall under this trait.
  • Goal: The long-term objective.
  • Motive: What drives the pursuit of the goal.
  • Nemesis: A person or organization that hinders the protagonist. It can emerge during the first game sessions, it may or may not be the direct antagonist of the story, ready to appear to make life even more difficult.
  • Luck: The measure of a character’s ability to avoid ill fortune or an inauspicious outcome. It applies only in Conflicts and automatically recharges when they end. Luck starts and caps at 6.

These traits are described by tags, descriptive words or phrases that can identify anything in the game world. Even the details of the environment in which the action moves and conditions (physical or mental) of the characters are tags.

They are qualitative representations. They are not quantitative measures.

Bonds and Relationships

Your connections to other characters provide both strength and complication. In a world where you’re caught between the mundane and magical, the people who truly know you—and accept you anyway—become precious.

When a Bond is present and relevant to a scene, you may gain Advantage if the relationship is strong and supportive. A mentor’s guidance during magical practice, a found family member’s emotional support during crisis, or a romantic partner’s trust can tip the scales in your favor.

However, threats to those you care about create Disadvantage when emotions run high. Fear for a loved one’s safety, desperation to protect them, or the pain of betrayal can cloud judgment and make magic unpredictable.

Relationships are your greatest strength and most dangerous vulnerability.

Creating Bonds

After significant scenes with NPCs—moments of genuine connection, shared danger, intimate conversation, or meaningful conflict—ask the Oracle: “Does this connection deepen into a Bond?”

Consider the context and chemistry. If the answer is yes, note the NPC’s name and relationship type. Bonds can grow, change, or break as the story progresses.

Types of Bonds

Bonds can be positive, complicated, or outright toxic:

Positive Bonds:

  • Mentor/Student: Someone teaching you magic, life lessons, or survival skills
  • Found Family: The people who become family by choice rather than blood
  • Romantic Partner: Love in all its forms, from new attraction to deep commitment
  • Teaching Circle Member: Fellow students or practitioners you learn alongside
  • Protector/Protected: Someone you guard, or who guards you

Complicated Bonds:

  • Rival Turned Ally: Competition that becomes cooperation (with lingering tension)
  • Dangerous Attraction: Want someone you probably shouldn’t
  • Oath-Bound Connection: Magically or personally sworn to someone
  • Toxic Mentor: They teach you, but at psychological or magical cost
  • Family (Blood): Biological family with all their complicated baggage

Broken Bonds:

When a Bond breaks through betrayal, death, or irreconcilable differences, the loss can be devastating. You might gain a temporary Frailty representing grief, anger, or trust issues—or a new Nemesis if the break was particularly bitter.

But broken Bonds also create space for growth. Sometimes you need to walk away from what’s hurting you to find what helps you.

Bonds in Play

Track your Bonds informally—note them in your character sheet or journal. When they’re relevant, they affect the story:

  • Advantage: When Bonds support and strengthen you
  • Disadvantage: When Bonds are threatened or complicate the situation
  • Story Hooks: Bonds generate adventures and drama naturally

The most powerful magic in this world isn’t spells or power—it’s the connections between people brave enough to be known.

Character Traits

You can use these traits to create a character on the fly, mix them, or just use them as inspiration.

Character Traits

Concepts

1 2 3 4 5 6
1 Awakening Sorcerer Rogue Fae Changeling Magic Student Hedge Witch Blood-Bound Familiar Urban Shaman
2 Fallen Angel Techno-Mage School Navigator Monster Hunter Accidental Medium Chaos Practitioner
3 Oath-Keeper Knight Street Oracle Cursed Heir Portal Guide Memory Eater Sanctuary Keeper
4 Crossroads Dealer Grimoire Scholar Haven Protector Half-Blood Outcast Artifact Collector Veil Breaker
5 Renegade Vampire Dream Walker Oath Keeper Wild Talent Community Mediator Ancient in Disguise
6 Found Family Protector Ley Line Conductor Reluctant Chosen One Reality Hacker Supernatural PI Between-Worlds Refugee

Skills

1 2 3 4 5 6
1 Veil Sight Ritual Casting Pack Tactics Glamour Weaving Blood Magic Spirit Negotiation
2 Ward Crafting Shapeshifting Enchantment Shadow Stepping True Name Knowledge Techno-Sorcery
3 Fae Bargaining Divination Combat Reflexes Alchemy Mind Reading Portal Navigation
4 Ancient Languages Street Magic Territory Sense Rune Carving Illusion Mastery Soul Binding
5 Artifact Appraisal Weather Working Dream Manipulation Healing Touch Curse Breaking Urban Tracking
6 Necromancy Energy Absorption Prophetic Visions Elemental Command Memory Theft Realm Walking

Frailties

1 2 3 4 5 6
1 Iron Weakness Sunlight Vulnerability Silver Sensitivity Oath-Bound Addicted to Magic Hunted by Faction
2 Unstable Powers Marked by Dark Pact Recurring Visions Cannot Lie Blood Thirst Disconnected from Realm
3 Vengeful Ghost Haunted Split Personality Forbidden Love Prophetic Nightmares Memory Gaps Transformation Scars
4 Bound to Location Emotional Contagion Fae Debt Cursed Bloodline Power Overload Risk Mortal Dependent
5 Reckless Courage Trust Issues Magical Addiction Portal Sickness Betrayed Trust Broken Mastery
6 Cannot Cross Threshold Price of Power Rival’s Target Unstable Anchor Sacrificed Humanity Between-Worlds Corruption

Gear

1 2 3 4 5 6
1 Inherited Grimoire Warded Leather Jacket Silver Chains Enchanted Smartphone Iron Knife Portal Key
2 Spirit Trap Glamour Charm Blood Vials Rune-Carved Staff Pocket Watch (Temporal) Fae Contract Scroll
3 Crystal Focus Protective Talisman Ritual Components Kit Consecrated Gun Dream Catcher Ancient Coin
4 Warded Apartment Tracker Spell Beads Modified Tarot Deck Athame Reality Anchor Bottled Moonlight
5 Familiar Bond Token Safe House Key Faction Badge Scrying Mirror Hex Breaker Memory Stone
6 Soul Container Ley Line Map Binding Circle Chalk Truth Serum Invisibility Cloak Realm Compass

Names

Female Names

1 2 3 4 5 6
1 Aurora Raven Willow Sage Luna Morgan
2 Celeste Ivy Rowan Blair Ember Quinn
3 Cassandra Violet Hazel Iris Scarlett Thea
4 Selene Ophelia Dahlia Roxy Vesper Jade
5 Lilith Winter Phoenix Storm Maven Nyx
6 Indigo Echo Zara Sable Meadow Lyric

Male Names

1 2 3 4 5 6
1 Asher Rowan Griffin Jasper Silas Felix
2 Dante Wolf Archer Phoenix Cade Orion
3 Lucian River Atlas Knox Sage Caspian
4 Jude Ryder Sterling Cain Ash Damon
5 Malachi Rune Dorian Salem Blaze Zephyr
6 Onyx Soren Kieran Talon Rhys Nash

Surnames

1 2 3 4 5 6
1 Blackwood Nightshade Frost Graves Thorn Ashford
2 Sinclair Wolfe Stone Cross Raven Sterling
3 Morningstar Crane Vale Woods Moon Winter
4 Drake Locke Thorne Knight Shadow Storm
5 Rivers Hawke Glass Chase North Fox
6 Grey King Wilde Steele Hart Price

Nicknames

1 2 3 4 5 6
1 Spark Ghost Blade Whisper Hex Smoke
2 Twist Moth Echo Cage Silk Thorn
3 Crow Shade Fang Trick Bone Cinder
4 Edge Pulse Wire Flash Rust Void
5 Key Drift Scar Rain Flint Ash
6 Maze Circuit Frost Spark Coin Wolf

Rules

Loner: Urban Fantasy is a minimalist Solo Role Playing Game designed to be played with only one character (the Protagonist). You’ll guide them through the story that will unravel during the game, asking closed questions to an Oracle which will help you overturn your expectations.

Every now and then you will be surprised with an unexpected twist!

Keep The Action In Motion

A game in Loner: Urban Fantasy is a succession of scenes. A scene is a unit of time in which a certain action takes place in pursuit of a certain short-term goal.

In Loner: Urban Fantasy at each scene:

  1. Identify what you expect from the scene. Compared to traits, goal, and motivation determine the Protagonist’s action. What might be the reaction of the game world?
  2. Test your expectations. When you are uncertain (or overconfident) about the reaction to your actions, ask the Oracle a closed question (answer is Yes or No), considering the tags involved to determine if there is an Advantage or Disadvantage.
  3. Interpret the result. Is the Oracle’s answer in line with your expectations? If not, in the context in which the scene takes place, how should an answer that subverts them be considered?

This sequence will come to you naturally after some practice. Use it as a guideline the first few times.

Consulting the Oracle

When you need to test your expectations you’ll ask the Oracle a closed question.

You’ll need 2d6 in one color (Chance Dice), and 2d6 in another (Risk Dice).

To resolve a closed question, roll one Chance Die and one Risk Die:

  • If the Chance Die is highest, the answer is Yes.
  • If the Risk Die is highest, the answer is No.
  • If both are low (3 or less), add a but….
  • If both are high (4 or more), add an and….
  • If both are equal, the answer is Yes, but…. Add a point to the Twist Counter.
Dice Value Chance Die > Risk Die Risk Die > Chance Die
Both < 4 Yes, but… No, but…
Both > 3 Yes, and… No, and…
Mismatched Yes No
Equal Add 1 to the Twist Counter

Advantage and Disadvantage

If circumstances or positive tags grant an advantage, add a Chance Die to the roll. Otherwise, when hindrances or negative tags cause a disadvantage, add a Risk Die. In both cases keep only the higher die of the added type when you check the roll.

Consider tags intuitively and not quantitatively, using the context of the situation at play. It is important to keep the flow of play fast and not accounting for advantages and disadvantages numerically!

Twist Counter

The Twist Counter is a measure of the rising tension in the narrative. At the beginning is set to 0. Every time a double throw (dice are equal) happens, add 1 to the Counter. If the Counter is below three, consider the answer as “Yes, but…”. Otherwise a Twist happens and resets the Counter.

Roll 2d6 and consult the following Twist Table to determine what kind of twist happens.

D6 Subject Action
1 A third party Appears
2 The hero Alters the location
3 An encounter Helps the hero
4 A physical event Hinders the hero
5 An emotional event Changes the goal
6 An object Ends the scene

Interpret the two-word sentence in the context of the current scene. Twists will keep the plot and events going in unexpected ways.

The Veil’s Price

Magic always demands payment. When your Protagonist uses significant supernatural power (not minor tricks or inherent abilities, but deliberate spellcasting, major transformations, or drawing from external sources), ask the Oracle: “Does the magic accomplish what I need without complication?”

Apply Advantage if:

  • Using learned, practiced techniques
  • Drawing from a safe, familiar power source
  • Working within your natural abilities
  • Taking time and care with the working

Apply Disadvantage if:

  • Improvising or using untested magic
  • Drawing from dangerous or unknown sources
  • Pushing beyond normal limits
  • Working under pressure or in haste

Interpret the Oracle’s answer:

  • Yes, and…: The magic works perfectly, and you gain unexpected insight or benefit.
  • Yes: The magic works as intended.
  • Yes, but…: The magic works, but at a cost—roll on the Price of Power table.
  • No, but…: The magic fails, but you learn something or avoid the worst consequences.
  • No: The magic fails completely.
  • No, and…: The magic fails catastrophically—roll on the Price of Power table and suffer worse consequences.

Price of Power

D66 Consequence
11 Physical exhaustion—take 1 Luck damage immediately
12 Emotional bleed—absorb feelings from your target or environment
13 Magical signature—other practitioners sense what you’ve done
14 Reality friction—technology near you malfunctions for the next scene
15 Memory fog—lose recent mundane memories (names, appointments, where you parked)
16 Power echo—the magic repeats randomly at an inconvenient moment
21 Veil crack—mundane witnesses catch glimpses of something impossible
22 Debt incurred—you now owe something to the power source you drew from
23 Physical transformation—temporary change (eyes glow, shadows lengthen, etc.)
24 Attention drawn—something dangerous notices your working
25 Bleeding effect—the magic affects an unintended target
26 Backlash burn—minor magical injury (phantom pain, temporary mark)
31 Location marked—this place now has supernatural significance
32 Power addiction—you crave using magic again soon
33 Temporal slip—lose several minutes or hours with no memory
34 Emotional cost—the magic feeds on your feelings, leaving you numb
35 Prophetic nightmare—disturbing visions about your future
36 Relationship strain—the working damages a bond with someone important
41 Reality blur—you see both magical and mundane worlds simultaneously
42 Power leak—minor magic effects happen around you uncontrollably
43 Blood price—take 2 Luck damage as the magic draws from your life force
44 Obsessive focus—you become fixated on the magic’s target or purpose
45 Fae attention—you’ve attracted notice from the Courts
46 Mirror curse—the magic will affect you as it affected your target
51 Veil breach—mundane witnesses see something impossible, confusion spreads
52 Soul stain—the working leaves a lasting mark on your essence
53 Power spiral—your magic is now harder to control (Disadvantage next use)
54 Realm slip—you partially exist in another dimension for a scene
55 Binding formed—you’re now magically connected to the target or location
56 Identity crisis—question which world you truly belong to
61 Catastrophic feedback—take 3 Luck damage and gain a temporary Frailty
62 Permanent change—gain a new supernatural feature (mark, ability, or curse)
63 Teacher’s notice—someone powerful becomes aware of your magic use
64 Portal opened—your working created an unintended passage to another realm
65 True name revealed—someone or something learns your magical identity
66 Magic addiction—you crave the feeling, power calls to you constantly

Learning Magic

Magic in this world requires study, practice, and often a teacher. Raw talent helps, but mastery demands dedication. The flashy spells you see in movies? Those take years of work—and plenty of embarrassing failures along the way.

Attempting New Magic

When trying a spell or technique you haven’t practiced before, ask the Oracle: “Does the magic work as intended?”

Apply Advantage if:

  • You have a teacher or mentor guiding you
  • You’ve researched the technique thoroughly (grimoires, texts, observation)
  • Working in a place of power or dedicated learning space
  • Taking time and care with the attempt
  • The magic aligns with your natural talents or affinities

Apply Disadvantage if:

  • Self-taught with no guidance or instruction
  • Improvising or rushing under pressure
  • Emotional state is unstable or chaotic
  • Working against your natural inclinations
  • Attempting magic significantly beyond your current level

On failure or “No, and…”, you may need to roll on the Price of Power table. Untested magic is dangerous—the power doesn’t care about your intentions.

On success, you accomplish what you intended, though “Yes, but…” might mean it works with unexpected side effects or costs more than anticipated.

Growth Through Practice

Magic isn’t just inherited—it’s learned. When you successfully use a new magical technique multiple times throughout your adventures (typically 3-5 successful uses in different contexts), you may add it as a Skill tag during character advancement.

Examples:

  • Successfully casting “Shadow Step” in different situations → add Shadow Stepping skill
  • Repeatedly crafting protective wards → add Ward Crafting skill
  • Consistent success with divination → add Divination or Prophetic Visions skill

Magic learned from a mentor tends to be safer and more reliable. Self-taught magic is powerful but unpredictable—you might develop unique techniques, but you also risk dangerous misunderstandings about how power works.

Mentorship

Finding someone willing to teach you is an adventure in itself. Most practitioners are cautious about taking students—teaching magic means accepting responsibility for what that student might do with it.

Mentors provide:

  • Advantage when learning their magical specialties
  • Access to rare knowledge, grimoires, and resources
  • Community connections and introductions
  • Guidance through dangerous magical territory
  • Sometimes: complicated personal relationships and obligations

Mentors expect:

  • Respect for their time and knowledge
  • Help with their own projects or problems
  • Discretion about their secrets
  • Sometimes: favors, payment, or other compensation

The mentor-student bond can become as important as family—or as toxic as the worst relationship. Some mentors are generous teachers who genuinely want to help. Others are manipulative, controlling, or have hidden agendas. Most fall somewhere in between: flawed people doing their best to pass knowledge to the next generation.

Finding a mentor might mean:

  • Impressing a practitioner with your potential
  • Doing a favor to earn their attention
  • Being in the right place at the right time
  • Having a connection through family or community
  • Paying for instruction (money, service, or magical trade)

Not everyone needs a formal mentor. Some magic-users learn from books, observation, trial and error, or supernatural beings. But having someone who knows the path you’re walking makes the journey safer—even if it’s never simple.

Veil Breaches and Exposure

When the mundane world glimpses magic—whether through your actions, circumstance, or bad luck—the consequences ripple outward. The Veil isn’t enforced by authority; it’s maintained by collective disbelief. Breaches create personal complications and community concerns.

Ask the Oracle: “Does the breach get explained away or dismissed?”

Apply Advantage if:

  • Few witnesses present
  • Evidence is ambiguous or easily rationalized
  • Working in a location known for “weirdness”
  • Breach was brief and minor

Apply Disadvantage if:

  • Many witnesses or clear recording
  • Undeniable, dramatic magical effect
  • High-traffic public location
  • Breach lasted more than moments

If the breach cannot be dismissed, roll on the Exposure Complications table:

D66 Complication
11 Social media post goes viral—damage control needed immediately
12 Police investigation begins—mundane authorities asking questions
13 Journalist witnessed event—they’re investigating the “unexplained”
14 Security footage captured something—organization tries to obtain it
15 Witnesses suffering psychological effects—need help or support
16 Local practitioners offer help—but they want something in return
21 Mundane scientist took samples—physical evidence exists
22 Children witnessed magic—their parents are asking uncomfortable questions
23 Government agency noticed—watchers are now monitoring the area
24 Rival faction exploiting breach—they’re using it for their agenda
25 Witnesses formed group—they’re sharing theories and investigating
26 Media coverage spreading—multiple outlets picking up the story
31 Location now contaminated—magical signature too strong to hide
32 Witnesses developing abilities—exposure awakened latent powers
33 Religious groups involved—exorcists or faithful interpreting events
34 Academic interest sparked—researchers requesting access to site
35 Tourist attraction forming—curious mundanes flocking to location
36 Insurance fraud suspected—companies investigating “impossible” claims
41 Copycat incidents occurring—others claiming similar experiences
42 Conspiracy theorists assembling—they’re getting dangerously close to truth
43 Building condemned—mundane authorities shutting down affected site
44 Witness protection needed—someone saw too much and is now at risk
45 Medical examinations ordered—hospitals studying affected individuals
46 Property seized—government or private organization claiming jurisdiction
51 Community divided—different practitioners have conflicting approaches
52 Witness went public—press conference or interview already happened
53 Evidence uploaded online—deletion may be impossible
54 Mass hysteria spreading—fear and panic affecting wider community
55 Supernatural refugees appearing—the breach attracted non-human attention
56 Hunter organizations mobilizing—mortal witch hunters entering the area
61 International attention—foreign powers or organizations investigating
62 Permanent Veil damage—this location is now a known “haunted” or “cursed” site
63 Awakening cascade—multiple people in area developing Veil Sight
64 Powerful mentor confronts you—disappointed and demanding explanation
65 Realm bleed beginning—the breach is allowing other dimensions to seep through
66 Mass awakening—dozens developing Veil Sight, seeking answers and community

Conflicts

A Conflict is any situation in which opponents clash, attacking, defending, or wearing each other down in order to win. This applies both in a practical and metaphorical sense.

So, a Conflict is not only limited to combat (or fighting) in the strict sense but also to competitive situations (such as contests, duels, verbal confrontations, etc.) in which two or more characters (including vehicles, of course!) compete.

Conflicts can be resolved in different ways depending on preferences and context:

  1. Ask a single closed question. The Oracle’s answer determines the outcome of the conflict.
  2. Ask a series of closed questions to resolve current single actions.
  3. Use the rules of Harm & Luck below.

Note that the Twist Counter does not apply to Harm & Luck. Instead, it is used regularly if the Conflict is handled with closed questions.

If the conflict is resolved by applying damage to the Luck trait, roll the dice to determine whether the protagonist causes damage to the opponent or suffers damage due to counterattack or failed defense. The rolls are player facing only.

The damage reduces the Luck of the target, whether protagonist or NPC. When the Luck runs out, the character has lost the conflict.

The final outcome depends on the context. Do you get caught? Are you seriously injured? You may even die if that fits the narrative.

Answer Do you get what you want? Harm
Yes, and… You get what you want, and something else. Cause 3
Yes… You get what you want. Cause 2
Yes, but… You get what you want, but at a cost. Cause 1
No, but… You don’t get what you want, but it’s not a total loss. Take 1
No… You don’t get what you were after. Take 2
No, and… You don’t get what you want, and things get worse. Take 3

Determine the mood of the next scene

At the end of the current scene sometimes you will be clear about the direction to take, other times you may need to determine the general mood of the next one. In this case roll 1d6 and consult the following table:

D6 Next Scene
1-3 Dramatic scene
4-5 Quiet Scene
6 Meanwhile…
  • A dramatic scene does not break the tension of the previous scene but carries it further forward, introducing further obstacles or difficulties.
  • During a quiet scene there is time to take a breath, to heal, to make plans for the next steps and to deepen relationships.
  • A meanwhile scene takes place somewhere else, other than where the hero is. It cuts to villains or other plot-important characters.

Open-Ended Question or Get Inspired

To answer an Open-Ended question, roll 1d6 once on each of the Inspiration Tables (roll at least a verb and a noun, adjectives are optional).

When the story ends

At the end of the adventure you may add another trait to the character. It is better that this is related to how the story just ended and can be either a Skill, Gear, a new Frailty, or even a new Nemesis! You can also modify an existing trait to better represent an enhanced expertise.

Also update the list of NPCs, Locations, and Events that may show up again in future adventures.

The Awakening Process

The moment you see through the Veil for the first time changes everything. There’s no going back, no unseeing what you’ve seen. Some practitioners call it Awakening, others call it the Sight, or simply Knowing. Whatever name you give it, it’s the beginning of a journey you didn’t choose but must now walk.

First Moments

The Awakening usually happens during crisis—emotional, physical, or spiritual. Your girlfriend’s eyes glow when she’s angry and you finally see it. The homeless man on the corner reveals his true form for just a moment. Your grandmother’s “superstitions” suddenly make terrible sense. Reality cracks open, and magic spills through.

Most people’s minds edit the impossible into something explainable. “I was hallucinating.” “Bad mushrooms.” “Dream, just a dream.” But for some, the edit doesn’t take. The impossible stays impossible, undeniable, real.

The Denial Phase

Many newly awakened go through denial first. They try to convince themselves it didn’t happen, wasn’t real, can be forgotten. This rarely works. Magic, once seen, demands acknowledgment. The more you try to ignore it, the more it intrudes—synchronicities, prophetic dreams, objects moving when you’re emotional, strangers staring because they see you seeing them.

Denial can last days or decades, but it always ends the same way: acceptance or breakdown.

Finding Community

The dangerous time comes after Awakening but before finding community. Newly awakened practitioners stumble through a world that suddenly makes no sense, with powers they don’t understand and no framework to process the experience.

Some get lucky—a mentor appears, drawn by their magical signature or sent by community watch systems. Others find safe havens by accident or instinct, pulled toward places where the Veil is thin. The unluckiest ones never find community, either staying isolated or falling prey to less friendly teachers.

Signs You’ve Been Noticed:

  • Strangers making odd comments that seem too knowing
  • Books appearing with information you desperately needed
  • Dreams of places you then find in waking life
  • Inexplicable urge to visit specific locations
  • Other practitioners “coincidentally” crossing your path

Common Emotional Responses

Wonder: Everything is more real, more vivid, more meaningful. The world has depths you never suspected. Magic is real and it’s beautiful.

Terror: The monsters are real too. The dark holds things that want to hurt you. Your perception of safety was built on comfortable lies.

Isolation: You can’t talk about this with mundane friends and family. They’ll think you’re crazy, or worse, try to “help.” The loneliness cuts deep.

Anger: Why didn’t anyone tell you? Why does society hide this? How many lies have you been living? The betrayal feels personal even when it’s not.

Grief: Your old life is over. You can’t go back to who you were. The innocence is gone forever.

Excitement: You have power. You can do things impossible to mundanes. The possibilities seem endless.

Most practitioners cycle through all these feelings repeatedly, sometimes in the same day.

The Choice

Eventually, every awakened practitioner faces a choice: embrace the magical life, maintain dual existence, or reject it entirely.

Full Embrace: Some abandon mundane life completely, diving deep into magical study and community. This path offers rapid learning and strong bonds but can lead to dangerous isolation from the mundane world.

Dual Life: Most practitioners walk between worlds, maintaining mundane careers and relationships while secretly practicing magic. It’s exhausting but allows for broader perspective and stronger connections to humanity.

Rejection: A few try to suppress their abilities and avoid magical community. This rarely ends well—unused power tends to manifest destructively, and magical threats don’t care if you’ve chosen neutrality.

There’s no wrong choice, just different costs.

What New Practitioners Need to Know

You’re not crazy. Magic is real. Your perception is accurate. Trust what you see.

You’re not alone. Others have walked this path. Community exists, though finding it takes patience.

You’re not powerless. Even untrained, you have abilities mundanes lack. Learning to control them is the challenge.

You’re in danger. Newly awakened attract attention from entities and practitioners with various agendas. Learn to shield yourself.

You’re responsible. Magic has consequences. What you do matters. The Price is always real.

You’re changing. This transformation will alter who you are. That’s not bad, just inevitable. Hold onto your core values even as your worldview expands.

Magic in Daily Life

Living between the mundane and magical worlds means constant negotiation. You can’t just abandon your day job to study spellcraft full-time—rent still comes due. Your family doesn’t stop existing because you discovered you’re half-fae. The grocery store cashier can’t see your third eye opening, but you still need to buy milk.

Balancing Two Worlds

Time Management: Magic study, practice, and community involvement compete with mundane responsibilities. Eight hours of work, magical training in the evenings, trying to maintain normal relationships, actually sleeping—something always gives.

Energy Depletion: Spellcasting drains you. So does pretending to be normal. By week’s end, many practitioners are running on fumes, magically exhausted and emotionally depleted.

Cognitive Dissonance: Discussing quarterly reports while knowing ley lines run beneath the office. Smiling through family dinner while processing what you learned about your bloodline. The mental split takes a toll.

Financial Strain: Magical education and supplies cost money. So does living in places where practicing magic won’t alert neighbors. Many practitioners are broke, juggling multiple jobs or gigs to support both lives.

Mundane Relationships

Secrets and Lies: Every conversation with non-magical loved ones involves editing, deflecting, or outright lying. “Where were you?” “Working late.” (Banishing a ghost from the subway.) “What’s that mark?” “Fell.” (Magical backlash.)

Growing Apart: As magic becomes more central to your identity, mundane friends and family can feel distant. You have experiences you can’t share, knowledge that sets you apart. Relationships that once felt deep now feel shallow.

Dangerous Proximity: The people you love become vulnerability. Your enemies can threaten them. Your magic can harm them accidentally. Some practitioners choose isolation to protect loved ones.

Awakening Others: Sometimes mundane partners or friends start seeing through the Veil through proximity to you. This creates complicated questions about responsibility and consent.

Practical Challenges

Medical Care: How do you explain magical injuries to doctors? What happens when standard tests reveal anomalies? Do you risk exposure or skip necessary treatment?

Legal Documentation: Identity documents become problematic if you’re aging differently, changing appearance magically, or don’t technically exist in mundane records.

Technology Conflicts: Your magical nature might interfere with electronics. Hard to maintain mundane career when computers glitch constantly around you.

Housing: Need space to practice magic safely, store materials, maintain wards—but can’t afford to raise suspicion with obviously supernatural activity.

Transportation: Getting to magical locations while maintaining mundane schedule. Explaining why you need the car at 3 AM. Magical travel that doesn’t mesh with mundane geography.

Coping Strategies

Routine and Ritual: Establish clear boundaries between magical and mundane activities. Morning coffee is mundane time. Midnight is magic time. Helps maintain sanity.

Safe Confidants: Even if just one person knows the truth, it helps. Some practitioners tell trusted mundanes; others rely entirely on magical community.

Mundane Grounding: Maintain some purely mundane activities—cooking, exercise, hobbies unrelated to magic. Helps remember your humanity.

Financial Planning: Develop income streams that accommodate magical life. Remote work, flexible schedules, or magical services that pay mundane currency.

Selective Truth: Learn which parts of magical life you can hint at without breaking the Veil. “I study alternative spirituality” covers a lot.

When Worlds Collide

Veil Breaches: Mundane witness something impossible. Now you’re doing damage control while processing your own emotional response.

Family Crisis: Mundane emergency during magical crisis. Choose, knowing you can’t be in both places.

Discovery: Someone you love learns the truth accidentally. Navigate their Awakening while managing your own fears.

Integration: Finding rare moments where both worlds harmonize—using magic to solve mundane problem, or mundane skills in magical situation.

Schools and Teachers

Magic doesn’t come with an instruction manual. Knowledge passes through teaching, usually one-on-one or in small groups. The relationship between teacher and student shapes not just what magic you learn, but how you understand power itself.

Teaching Philosophies

Traditional Method: Strict structure, proven techniques, safety-first approach. Students master basics before advanced work. Emphasizes theory and history. Conservative, slow, thorough.

Intuitive Method: Follow your instincts, learn through doing, embrace mistakes as teaching tools. Loose structure, experimentation encouraged. Emphasizes personal discovery and innovation.

Academic Method: Treat magic as science—hypothesis, testing, documentation. Systematic exploration of principles. Emphasizes understanding over rote practice. Appeals to analytical minds.

Survival Method: Learn what keeps you alive first, refine later. Practical focus, minimal theory. Emphasizes immediate results. Common in dangerous situations or for late-awakening practitioners.

Eclectic Method: Draw from multiple traditions, adapt to student’s needs. Flexible, personalized, sometimes inconsistent. Emphasizes finding what works for you specifically.

None is objectively superior. Each produces different types of practitioners with different strengths and blind spots.

Finding a Teacher

The Luck Factor: Sometimes a teacher finds you. They sense your potential, need a student, or owe karmic debt. Consider it carefully—being chosen doesn’t mean being compatible.

The Search: Actively seeking means visiting havens, attending open teachings, asking community members for recommendations. Be honest about what you need and can offer.

The Interview: Good teachers evaluate students as carefully as students evaluate teachers. Expect questions about goals, ethics, commitment, and emotional stability.

The Trial: Many teachers require a trial period—mutual assessment before formal commitment. Use it to verify compatibility before deeper investment.

The Price: Teachers expect something—payment, service, loyalty, or simply that you’ll use knowledge wisely. Clarify terms early to avoid misunderstandings.

Red Flags

Isolation: Teacher who discourages community contact or demands exclusivity may be controlling rather than protecting.

Secrecy About Themselves: Some privacy is reasonable, but a teacher who won’t answer basic questions about their practice or history may be hiding problems.

Rush to Power: Pushing advanced techniques before solid foundation suggests dangerous teaching or ulterior motives.

Boundary Violations: Romantic or sexual involvement, financial exploitation, emotional manipulation—all unacceptable regardless of magical skill.

Absolutism: “My way is the only way” thinking limits your growth and signals problematic ego.

Fear-Based Teaching: Terror as primary motivator creates trauma, not mastery.

Types of Teachers

The Mentor: One-on-one intensive relationship. Deeply personal, highly effective, but creates strong dependency. Choose carefully.

The Circle Leader: Teaches groups, emphasizing community and peer learning. Less personalized but provides broader perspective and support network.

The Specialist: Expert in one area willing to teach that specific skillset. Good for supplementing broader education.

The Archive: Elderly or ancient practitioner focused on preserving and transmitting knowledge. Often strict, traditional, invaluable for deep understanding.

The Experimenter: Cutting-edge practitioner exploring new techniques. Exciting but sometimes dangerous. Not for beginners.

The Survivor: Teaches practical magic from experience rather than formal training. Raw, effective, sometimes unconventional.

Self-Teaching

The Appeal: Independence, self-pacing, no interpersonal complications. Learn what interests you when you want.

The Reality: Slower progress, more dangerous mistakes, blind spots in understanding, isolation, no one to correct bad habits.

The Resources: Grimoires, online communities, observation, trial and error, spirit teachers.

The Risks: Magical accidents, developing problematic techniques, falling into dangerous practices, missing crucial safety information.

Making It Work: Supplement with community involvement, verify understanding with multiple sources, start small and build carefully, accept that some things genuinely need a teacher.

Teaching Circles and Groups

Some communities organize informal schools—regular gatherings for magical education. These offer middle ground between formal mentorship and self-teaching.

Advantages: Peer learning, multiple perspectives, community building, shared resources, lower pressure than one-on-one mentorship.

Challenges: Varying skill levels, personality conflicts, inconsistent attendance, less personalized instruction.

Common Formats: Weekly practice sessions, monthly lectures, skill-shares where members teach specialties, group rituals, collaborative research projects.

Found Family and Magical Community

Blood family doesn’t always understand or accept your magical nature. The family you choose—your found family—often becomes more important than the one you were born into.

What Makes Found Family

Shared Experience: Understanding what it means to live between worlds because they do too.

Acceptance: Knowing your true nature and loving you anyway—supernatural bits included.

Mutual Support: Being there through magical and mundane crises. Help moves both ways.

Chosen Commitment: Staying together by choice, not obligation. Can be stronger than blood ties precisely because it’s voluntary.

Growth Together: Learning, changing, making mistakes, and still showing up for each other.

Types of Found Family

The Teaching Circle: Your fellow students become siblings in magic. You learn together, fail together, succeed together. Bonds formed in shared study run deep.

The Haven Regulars: People you see weekly at the same magical space. Casual at first, deepening over time into genuine family through accumulated small moments.

The Trauma-Bonded: Survived something terrible together. The intensity creates instant intimacy and lasting connection.

The Intentional Community: Deliberately building family structure—shared housing, pooled resources, formal commitments.

The Scattered Network: Found family spread across cities or countries, connected by bonds stronger than geography.

Family Roles and Dynamics

Found families often recreate familial structures:

  • Elder/Parent Figures: Mentors, protectors, those who guide and care
  • Siblings: Peers, equals, those you compete and collaborate with
  • The Baby: Newest or youngest, protected and taught (sometimes smothered)
  • The Problem Child: Brilliant but troubled, needs extra support
  • The Glue: Person who maintains connections and mediates conflicts
  • The Rock: Stable presence everyone relies on

These roles emerge naturally, shift over time, and can become complicated.

When Found Family Struggles

Growing Pains: People change. The family that worked when you were all learning might not work as you master different paths.

Conflict: Disagreements about ethics, practice, community involvement. Can family survive fundamental philosophical splits?

Jealousy: Someone’s advancing faster, getting more attention, finding love, succeeding where you’re struggling.

Betrayal: Found family member acts against group interests or harms another member. How do you handle it?

Divergence: Life takes family members in different directions—literally and metaphorically. Can bonds survive distance and difference?

New Additions: Adding someone to established family dynamics. Not everyone will mesh. Conflicts arise.

Boundaries: Found family intimacy can become overwhelming. Need for space versus fear of abandonment.

Family Obligations

Support Expectations: How much are you expected to help when family member is in crisis? What if it’s always the same person always in crisis?

Resource Sharing: Money, magical supplies, knowledge, time, space—what belongs to the family versus individual?

Conflict Loyalty: Your found family member has beef with someone you also care about. Whose side do you take?

Magical Backup: Are you obligated to risk yourself for family’s magical emergencies?

Secret Keeping: What family tells you in confidence stays with you—but what if the secret affects others?

Toxic Found Family

Not all chosen families are healthy. Watch for:

  • Control Disguised as Care: “We’re just looking out for you” while limiting your choices
  • Conditional Love: Acceptance only if you comply with group norms
  • Enmeshment: Unable to have identity separate from family
  • Exploitation: Your skills, money, or power being used for others’ benefit without reciprocation
  • Exclusivity Demands: Can’t have other friends or communities
  • Collective Narcissism: Family sees itself as superior, everyone else as inferior

Leaving toxic found family is harder than leaving blood family because you chose it. But staying in dysfunction doesn’t honor anyone.

Building Healthy Family

Clear Communication: Say what you need, ask what others need, negotiate honestly.

Flexible Boundaries: Close but not enmeshed. Support without enabling.

Conflict Resolution: Address problems instead of letting them fester. Not all conflict means the end.

Individual Growth: Encourage each member’s development even when it means changing family dynamics.

Mutual Respect: For different paths, paces, and choices. Unity doesn’t require uniformity.

Celebration: Mark achievements, support dreams, acknowledge effort. Joy cements bonds as much as shared struggle.

Found family at its best becomes the place where you can be fully yourself—magical and mundane, strong and vulnerable, growing and uncertain. The people who know all of you and choose to stay.

Creatures & Foes

11. Haven Keeper

  • Concept: Community Protector
  • Skills: Ward Maintenance, Crisis Mediation
  • Frailty: Cannot Leave Protected Ground
  • Gear: Sanctuary Keys, Protection Talismans
  • Goal: Maintain the safe haven as refuge for all
  • Motive: Protect those seeking shelter and learning
  • Nemesis: Forces that would destroy sanctuaries

12. Feral Changeling

  • Concept: Lost Fae Child
  • Skills: Wild Empathy, Glamour Instinct
  • Frailty: Rejected by Both Worlds
  • Gear: Iron-Proof Charm, Stolen Identity
  • Goal: Find their true nature
  • Motive: Desperate for belonging
  • Nemesis: The Court that abandoned them

13. Street Witch

  • Concept: Urban Practitioner
  • Skills: Improvised Magic, City Navigation
  • Frailty: Limited Resources
  • Gear: Makeshift Altar, Collected Ingredients
  • Goal: Survive and master their craft
  • Motive: Prove they don’t need establishment approval
  • Nemesis: Local magical authorities

14. Blood Addict Vampire

  • Concept: Struggling Undead
  • Skills: Enhanced Senses, Supernatural Charm
  • Frailty: Hunger-Driven
  • Gear: UV-Blocking Cloak, Emergency Blood Supply
  • Goal: Maintain control over their nature
  • Motive: Cling to remaining humanity
  • Nemesis: Their own sire

15. Pack Beta

  • Concept: Ambitious Werewolf
  • Skills: Pack Tactics, Scent Tracking
  • Frailty: Territorial Aggression
  • Gear: Silver-Free Accessories, Territory Markers
  • Goal: Challenge for pack leadership
  • Motive: Believes current alpha is weak
  • Nemesis: The pack’s alpha

16. Exiled Fae Noble

  • Concept: Displaced Courtier
  • Skills: Political Manipulation, True Name Magic
  • Frailty: Iron Vulnerability
  • Gear: Court Sigil, Glamour Wardrobe
  • Goal: Regain position in the Court
  • Motive: Wounded pride and lost status
  • Nemesis: The Court faction that exiled them

21. Necromancer Apprentice

  • Concept: Death Magic Student
  • Skills: Spirit Communication, Corpse Animation
  • Frailty: Death’s Touch (drains living things)
  • Gear: Bone Wand, Spirit Anchor
  • Goal: Master forbidden arts
  • Motive: Seek knowledge at any cost
  • Nemesis: Their disappeared mentor’s enemies

22. Demon-Bound Warlock

  • Concept: Pact Prisoner
  • Skills: Infernal Magic, Contract Loopholes
  • Frailty: Demonic Mark (visible to magical sight)
  • Gear: Binding Contract, Summoning Circle
  • Goal: Break their binding
  • Motive: Freedom from servitude
  • Nemesis: The demon they’re bound to

23. Techno-Shaman

  • Concept: Digital Spirit Worker
  • Skills: Data Divination, Electronic Possession
  • Frailty: Disconnection Anxiety
  • Gear: Modified Smartphone, Server Farm Access
  • Goal: Bridge magic and technology
  • Motive: Evolve supernatural practice
  • Nemesis: Traditional magical establishment

24. Nightmare Feeder

  • Concept: Dream Parasite
  • Skills: Dream Walking, Fear Manipulation
  • Frailty: Cannot Enter Waking World Fully
  • Gear: Dream Anchor, Sleep Token
  • Goal: Accumulate power from nightmares
  • Motive: Sustain their fading existence
  • Nemesis: Dream guardians

25. Sanctuary Keeper

  • Concept: Safe Haven Guardian
  • Skills: Ward Maintenance, Neutral Diplomacy
  • Frailty: Cannot Leave Protected Ground
  • Gear: Master Keys, Treaty Documents
  • Goal: Maintain the sanctuary’s neutrality
  • Motive: Protect all who seek refuge
  • Nemesis: Those who would violate sanctuary

26. Corrupted Oracle

  • Concept: Mad Prophet
  • Skills: Forced Visions, Time Fragments
  • Frailty: Cannot Distinguish Past/Present/Future
  • Gear: Seeing Stone, Prophetic Scrolls
  • Goal: Find clarity in the chaos
  • Motive: Escape the constant visions
  • Nemesis: Those seeking to exploit their gift

31. Ghost Detective

  • Concept: Undead Investigator
  • Skills: Phase Through Walls, Possession
  • Frailty: Bound to Death Location
  • Gear: Unfinished Case Files, Spectral Badge
  • Goal: Solve their own murder
  • Motive: Achieve peace and move on
  • Nemesis: Their living killer

32. Alchemist Dealer

  • Concept: Potion Trafficker
  • Skills: Substance Crafting, Black Market Contacts
  • Frailty: Addicted to Own Product
  • Gear: Hidden Laboratory, Sample Case
  • Goal: Build underground empire
  • Motive: Profit and power
  • Nemesis: Rival dealers and law enforcement

33. Reality Glitch

  • Concept: Living Paradox
  • Skills: Probability Manipulation, Quantum Existence
  • Frailty: Unstable Existence
  • Gear: Anchor Object, Reality Stabilizer
  • Goal: Become fully real
  • Motive: Tired of flickering in and out
  • Nemesis: Reality enforcement entities

34. Cult Deprogrammer

  • Concept: Supernatural Interventionist
  • Skills: Mental Barriers, Ritual Disruption
  • Frailty: Haunted by Those They Couldn’t Save
  • Gear: Counter-Hex Kit, Safe House Network
  • Goal: Free victims of supernatural manipulation
  • Motive: Lost someone to a cult
  • Nemesis: The cults they expose

35. Portal Cartographer

  • Concept: Between-Worlds Explorer
  • Skills: Realm Navigation, Dimensional Mapping
  • Frailty: Portal Sickness
  • Gear: Reality Compass, Dimensional Charts
  • Goal: Map all crossings
  • Motive: Curiosity and scholarly pursuit
  • Nemesis: Those who guard forbidden portals

36. Bound Guardian Spirit

  • Concept: Ancestral Protector
  • Skills: Blessing Magic, Danger Sense
  • Frailty: Cannot Directly Intervene
  • Gear: Family Heirloom, Binding Token
  • Goal: Guide and protect descendant
  • Motive: Fulfill ancient duty
  • Nemesis: Forces threatening their charge

41. Memory Thief

  • Concept: Psychic Predator
  • Skills: Memory Extraction, Identity Theft
  • Frailty: Fragmented Sense of Self
  • Gear: Memory Crystals, Stolen Identities
  • Goal: Collect precious memories
  • Motive: Fill the void where their memories should be
  • Nemesis: Those hunting their victims

42. Wild Hunt Member

  • Concept: Eternal Rider
  • Skills: Supernatural Tracking, Pack Hunting
  • Frailty: Cannot Refuse the Call
  • Gear: Spectral Mount, Horn of Summoning
  • Goal: Complete the eternal hunt
  • Motive: Bound by ancient compulsion
  • Nemesis: Their quarry

43. Grimoire Merchant

  • Concept: Knowledge Broker
  • Skills: Rare Text Appraisal, Magical Literacy
  • Frailty: Cannot Resist Forbidden Tomes
  • Gear: Protected Library, Translation Spell
  • Goal: Acquire the rarest grimoires
  • Motive: Power through knowledge
  • Nemesis: Competing collectors

44. Shadow Stalker

  • Concept: Living Darkness
  • Skills: Shadow Merge, Light Absorption
  • Frailty: Sunlight Vulnerability
  • Gear: Dark Cloak, Light Snuffer
  • Goal: Spread darkness
  • Motive: Pain from light exposure
  • Nemesis: Light bringers

45. Cursed Artifact Guardian

  • Concept: Reluctant Keeper
  • Skills: Object Binding, Curse Knowledge
  • Frailty: Slowly Being Corrupted
  • Gear: Cursed Item, Containment Case
  • Goal: Find a way to safely destroy or contain the artifact
  • Motive: Stop its influence from spreading
  • Nemesis: Those seeking to claim the artifact

46. Bloodline Heir

  • Concept: Reluctant Legacy
  • Skills: Inherited Power, Family Secrets
  • Frailty: Weight of Expectations
  • Gear: Ancestral Focus, Family Grimoire
  • Goal: Define their own path
  • Motive: Break free from tradition
  • Nemesis: Family elders

51. Ley Line Conductor

  • Concept: Power Router
  • Skills: Energy Channeling, Magical Infrastructure
  • Frailty: Overload Risk
  • Gear: Conductor Rods, Power Meter
  • Goal: Maintain the ley line network
  • Motive: Keep magical energy flowing safely
  • Nemesis: Those who would corrupt or steal ley line energy

52. Veil-Touched Human

  • Concept: Mundane Witness
  • Skills: Pattern Recognition, Persistent Investigation
  • Frailty: No Supernatural Defenses
  • Gear: Evidence Collection, Recording Devices
  • Goal: Prove magic exists
  • Motive: Saw something they can’t explain
  • Nemesis: Practitioners trying to make them forget

53. Bargain Hunter

  • Concept: Deal Maker
  • Skills: Contract Magic, Loophole Finding
  • Frailty: Bound by Own Rules
  • Gear: Endless Contracts, Binding Pen
  • Goal: Collect souls and favors
  • Motive: Build power through debts
  • Nemesis: Those seeking to break their contracts

54. Realm Refugee

  • Concept: Displaced Outsider
  • Skills: Adaptation, Otherworldly Knowledge
  • Frailty: Doesn’t Understand This World
  • Gear: Homeland Token, Survival Kit
  • Goal: Find a way home or build new life
  • Motive: Lost and seeking purpose
  • Nemesis: Forces that drove them out

55. Awakened Familiar

  • Concept: Liberated Companion
  • Skills: Shapeshifting, Magical Senses
  • Frailty: Former Bond Haunts Them
  • Gear: Broken Binding, Independence Token
  • Goal: Live free of masters
  • Motive: Never be enslaved again
  • Nemesis: Their former master

56. Prophecy Skeptic

  • Concept: Fate Denier
  • Skills: Destiny Breaking, Free Will Magic
  • Frailty: Hunted by Fate Itself
  • Gear: Prophecy Blocker, Chaos Charm
  • Goal: Prove prophecies can be broken
  • Motive: Refuse to be a pawn
  • Nemesis: Prophets and seers

61. Soul Binder

  • Concept: Essence Manipulator
  • Skills: Soul Extraction, Essence Binding
  • Frailty: Emptiness Inside
  • Gear: Soul Gems, Binding Chains
  • Goal: Collect powerful souls
  • Motive: Fill their own void
  • Nemesis: Spirit protectors

62. Veil Breaker

  • Concept: Truth Seeker
  • Skills: Public Documentation, Evidence Gathering
  • Frailty: Hunted by All Communities
  • Gear: Recording Equipment, Proof Collection
  • Goal: Expose supernatural world to mundanes
  • Motive: Believes humans deserve truth
  • Nemesis: Practitioners who value secrecy

63. Ancient Sleeper

  • Concept: Awakening Elder
  • Skills: Old Magic, Legendary Power
  • Frailty: Out of Touch with Modern World
  • Gear: Ancient Artifacts, Historical Knowledge
  • Goal: Understand this strange new era
  • Motive: Adaptation and survival
  • Nemesis: Modern practitioners who fear them

64. Transformation Addict

  • Concept: Shapeshifting Junkie
  • Skills: Multiple Forms, Identity Fluidity
  • Frailty: Losing Original Self
  • Gear: Form Triggers, Identity Anchors
  • Goal: Experience every possible form
  • Motive: Escape from who they really are
  • Nemesis: Those seeking their true form

65. Cursed Protector

  • Concept: Unwilling Champion
  • Skills: Combat Excellence, Supernatural Durability
  • Frailty: Curse-Driven Obligation
  • Gear: Cursed Weapon, Binding Mark
  • Goal: Break the curse
  • Motive: Regain freedom
  • Nemesis: The one who cursed them

66. Between-Worlds Oracle

  • Concept: Liminal Seer
  • Skills: Dual Vision, Prophecy
  • Frailty: Exists Partially in Multiple Realities
  • Gear: Scrying Tools, Anchor Point
  • Goal: Maintain balance between worlds
  • Motive: Prevent catastrophic realm collapse
  • Nemesis: Those who would upset the balance

Adventure Tables

Adventure Seeds

D66 Seed
11 A newly awakened practitioner shows up at the haven—terrified, bleeding, and carrying something they don’t understand
12 A ley line beneath your neighborhood goes silent; within days the local magical community starts falling ill
13 Someone you trust asks you to forget you saw them in a place they shouldn’t have been
14 A ghost has been following the same mundane for weeks—and the mundane has started to notice
15 A mentor from your past resurfaces after years of silence, asking for one last favor
16 Three practitioners in different parts of the city dreamed the same thing on the same night—and you were in it
21 A cursed object has passed through six hands in two weeks; everyone who held it lost something important
22 A haven is shutting down and someone needs to take in the community before they scatter
23 You discover a mundane has been accurately documenting magical activity in your neighborhood for months
24 A member of your found family has made a bargain they’re too ashamed to tell you about
25 Something ancient and confused has wandered out of the Underneath and cannot find its way back
26 A practitioner has been declared dead by the community—but you’ve just seen them, alive, in mundane territory
31 The wards on a major safe haven are failing; whoever built them is gone and no one else knows the pattern
32 A Fae debt incurred by a predecessor is being called in—you inherited it with the bloodline
33 A young practitioner is advancing too fast; someone taught them wrong and they don’t know it yet
34 You find a journal that describes your own recent actions in detail—written six months ago
35 Two factions are heading toward conflict; you know both sides and neither knows you know the other
36 A portal has opened inside an occupied apartment building and mundane tenants are already complaining about the drafts
41 Someone is using a dead practitioner’s name, identity, and sigil—and the community is starting to ask questions
42 A string of impossible thefts targets only supernatural households; nothing valuable is taken, only things with sentimental magical weight
43 A ritual site you use regularly has been found and altered by someone—the alterations are subtle and probably deliberate
44 A child in a mundane school is awakening rapidly and dangerously; their teacher has called the city’s attention
45 You receive a message from your future self—short, urgent, and useless without context you don’t have yet
46 An old community accord is being tested by someone who believes it no longer applies to them
51 A practitioner you’ve never met has named you as their emergency contact; now there is an emergency
52 The magical community’s primary supplier of essential components has gone missing
53 A mundane you love is starting to see through the Veil—and you don’t know if it’s natural or being done to them
54 Something is systematically erasing a practitioner from everyone’s memory; you’re the last one who still remembers them
55 A deal struck in your name—without your knowledge—is now being enforced
56 The boundary between two rival territories has shifted; both sides think the other moved it deliberately
61 A creature is offering information about a coming catastrophe in exchange for sanctuary—and it won’t say what the catastrophe is
62 A magical disease is spreading through the community—it only affects people who have broken a promise
63 Someone is recruiting newly awakened practitioners before the community finds them; you don’t know for what
64 An artifact central to the community’s history has been stolen and replaced with a perfect mundane replica
65 A practitioner is being publicly accused of something by their own familiar—and the familiar can talk
66 The Veil is about to tear open in a very public, very visible place; you have hours and no one believes you yet

Magical Locations

D66 Location
11 24-hour bookshop with forbidden section in the back
12 Subway platform that only appears at midnight
13 Rooftop garden growing impossible plants
14 Underground nightclub where multiple factions meet
15 Abandoned church now serving as neutral ground
16 Coffee shop where time moves differently
21 Laundromat that launders more than clothes
22 Parking garage with portal to the Mirror City
23 Public library with restricted section on third floor that doesn’t exist
24 Graffiti alley where the art is alive
25 Condemned building that’s actually a safe haven
26 Bodega selling mundane goods in front, magical supplies in back
31 Cemetery that’s a gathering place for ghosts
32 Art gallery displaying works from other realms
33 Bus that only picks up supernatural passengers
34 Apartment building where each floor is a different faction’s territory
35 Park where ley lines intersect beneath the fountain
36 Food truck that serves sustenance for various supernatural hungers
41 Pawn shop that deals in cursed and magical objects
42 Theater where performances can alter reality
43 Construction site built over ancient portal
44 Hotel where each room leads to different realm
45 Bridge where suicides become ghosts who can’t cross
46 Tattoo parlor specializing in binding runes and protective wards
51 Record store playing music that affects emotions and magic
52 Homeless shelter run by sanctuary keeper
53 Pet store selling familiars and supernatural companions
54 Gym where supernatural beings practice controlling their powers
55 Botanical garden cultivating plants from other dimensions
56 Warehouse district with dueling grounds
61 Phone booth that connects to anywhere if you know the right number
62 Penthouse suite existing outside normal time
63 Skate park serving as meeting ground for young practitioners
64 Antique shop where objects remember their histories
65 Psychiatric hospital where some patients really do see things
66 Crossroads where deals are made and broken

Faction Encounters

D66 Encounter
11 Vampire envoy offering alliance
12 Pack member establishing boundaries
13 Fae courier delivering mysterious package
14 Wizard Circle apprentice seeking forbidden knowledge
15 Demon-touched warlock making a bargain
16 Teacher seeking promising student
21 Necromancer’s thralls searching for something
22 Experienced practitioner offering guidance (with strings attached)
23 Ghost detective following a cold case
24 Techno-shaman hacking into magical infrastructure
25 Blood addict vampire losing control
26 Cult recruiter targeting the newly awakened
31 Reality glitch causing chaos
32 Portal guardian blocking passage
33 Memory thief stalking victim
34 Wild Hunt passing through
35 Cursed artifact guardian seeking help
36 Ley line conductor repairing damage
41 Rival practitioner seeking collaboration or competition
42 Haven keeper offering refuge and community
43 Demon making deal offer
44 Prophecy seeker demanding cooperation
45 Transformation addict in mid-change
46 Ancient one adapting to modern world
51 Between-worlds refugee seeking guidance
52 Awakened familiar rebelling
53 Veil-touched human asking dangerous questions
54 Bargain hunter collecting debt
55 Shadow stalker hunting prey
56 Grimoire merchant offering rare text
61 Soul binder attempting capture
62 Truth-seeker gathering evidence about the impossible
63 Cursed protector fulfilling obligation
64 Oracle speaking cryptic warning
65 Community elder assessing newcomers
66 Power broker arranging meeting between practitioners

Investigation Hooks

D66 Hook
11 Missing persons all have supernatural connection
12 Strange symbols appearing throughout city
13 Ley line disruption causing magical chaos
14 Ancient artifact stolen from secure vault
15 Portal opening in unexpected location
16 Veil breach caught on social media
21 Prophecy concerning the protagonist surfaces
22 Practitioner murdered—personal grudge or magical mishap?
23 Supernatural creature terrorizing neighborhood
24 Cursed object spreading contamination
25 Memory gaps in multiple people
26 Safe haven under threat
31 Ghost unable to move on needs help
32 Transformation spreading like disease
33 Time anomalies appearing in specific area
34 Dream realm bleeding into waking world
35 Binding breaking on ancient prisoner
36 Cult activity increasing dangerously
41 Reality glitches becoming more frequent
42 Demon contract coming due
43 Fae bargain terms being fulfilled
44 Bloodline heir discovering their heritage
45 Power source corruption spreading
46 Mentor disappears leaving cryptic message
51 Rival practitioner making dangerous moves
52 Magical community divided over important issue
53 Teacher gone missing leaving cryptic warning
54 Ancient text revealing dangerous knowledge
55 Realm refugee pursued by something terrible
56 Familiar bond breaking unexpectedly
61 Soul theft ring discovered
62 Prophecy being manipulated
63 Conflict brewing between magical communities
64 True name discovered by enemy
65 Between-worlds balance threatened
66 Awakening cascade beginning

Mentor Complications

D66 Complication
11 Mentor has hidden agenda you’re just discovering
12 Mentor’s enemies target you to get to them
13 Mentor teaching forbidden techniques without telling you the risks
14 Mentor disappears mid-training, leaving cryptic final lesson
15 Mentor demands increasingly dangerous tasks as “tests”
16 Mentor’s past mistakes come back to haunt both of you
21 Mentor is losing their power or sanity
22 Mentor becomes romantically interested (complicating everything)
23 Mentor’s teaching methods border on abusive
24 Mentor owes dangerous debts you’re expected to help pay
25 Mentor manipulating you for their own purposes
26 Mentor’s rival tries to steal you as a student
31 Mentor teaching you magic that’s changing you in disturbing ways
32 Mentor reveals they’re not what they seemed
33 Mentor forbids you from learning something you desperately need
34 Mentor’s personal crisis interferes with your training
35 Mentor dying or transforming, must pass on knowledge quickly
36 Mentor asks you to do something that violates your ethics
41 Mentor’s other students are jealous or competitive
42 Mentor being blackmailed, asks for your help
43 Mentor’s teaching contradicts what another mentor taught you
44 Mentor becomes dependent on you in unhealthy ways
45 Mentor hiding something about your magical nature or heritage
46 Mentor’s methods attract dangerous attention to both of you
51 Mentor expected you to learn faster—disappointed and showing it
52 Mentor’s personal demons literally manifesting
53 Mentor asking you to choose them over found family
54 Mentor revealed to have trained your nemesis
55 Mentor’s teaching style incompatible with how you learn
56 Mentor becoming too controlling of your life outside magic
61 Mentor challenged by rival—you must represent them
62 Mentor’s dark secret threatens to destroy their reputation
63 Mentor asking you to keep secrets from people you care about
64 Mentor tests you by staging fake crisis
65 Mentor’s final lesson requires a sacrifice you’re not ready to make
66 Mentor was using you all along for a purpose just revealed

Learning Complications

D66 Complication
11 Spell goes wrong in spectacularly embarrassing public way
12 Accidentally reveal your power to mundane friend or family
13 Magic addiction temptation becoming harder to resist
14 Rival student sabotages your practice or study materials
15 Grimoire contains dangerous knowledge you can’t un-know
16 Your magical signature attracts unwanted supernatural attention
21 Spell backfires and hits wrong target
22 Learning this magic is changing your personality
23 The technique requires more sacrifice than you realized
24 Your natural talent makes others jealous or resentful
25 Forbidden knowledge you sought comes with curse or condition
26 Practice session damages property—need to cover it up
31 Your mundane education suffers as magic consumes your focus
32 Self-taught technique works but is wildly dangerous
33 You’re learning faster than your emotional maturity can handle
34 The magic conflicts with another power you possess
35 Study materials stolen by someone who’ll misuse them
36 Your questions about magic attract wrong kind of teacher
41 Magical practice site discovered by mundane authorities
42 Your experiments accidentally create something alive
43 The power you’re learning has darker origin than you knew
44 Success at magic makes mundane life feel meaningless
45 Your learning style differs from traditional teaching—causes friction
46 Price of learning this magic: cannot unlearn it, ever
51 Study group dissolves due to drama or danger
52 You’ve been practicing wrong—must unlearn bad habits
53 Your magical research leads to discovery others want suppressed
54 The spell works too well—can’t control the results
55 Learning materials written in code or language you must decipher
56 Your progress plateaus frustratingly—need new approach
61 Fellow student asks to copy from you—compromises both
62 The magic requires component that’s illegal or immoral to obtain
63 Your practice wakes something that was better left sleeping
64 Burnout from pushing yourself too hard to learn
65 The knowledge comes with prophetic visions you don’t want
66 Mastering this magic means losing part of who you were

Relationship Drama

D66 Drama
11 Found family member in immediate danger
12 Romantic partner discovers your magical nature—reacts badly
13 Bond threatened by magical consequence of your actions
14 Jealousy within teaching circle threatens group cohesion
15 Mentor/student boundaries crossed—relationship gets complicated
16 Two people you care about hate each other
21 Someone you love asks you to give up magic
22 Your secret identity discovered by wrong person
23 Romantic triangle with another practitioner
24 Found family divided over important decision
25 Someone you trusted betrays you to enemies
26 Your supernatural nature endangers someone you love
31 Former friend becomes enemy due to magical transformation
32 Romantic partner also being courted by powerful supernatural being
33 Your loyalty tested between two groups you belong to
34 Family member trying to “save” you from magic
35 Someone confesses feelings at worst possible moment
36 Your past comes back—old relationship complications resurface
41 Found family member makes deal with entity you oppose
42 Romantic relationship threatened by prophetic vision of bad future
43 Someone you care about being manipulated against you
44 Your transformation scares people who once accepted you
45 Two bonds conflict—helping one means betraying other
46 Ex-partner returns with unfinished business
51 Found family questioning whether you’ve changed too much
52 Someone’s love for you becomes obsessive or possessive
53 Your nemesis has Bond with someone you care about
54 Magical oath forces you to act against friend’s interests
55 Someone dies before you could reconcile with them
56 Your mentor and romantic partner dislike each other intensely
61 Found family member revealed to be spy or traitor
62 Romantic partner wants commitment you can’t give
63 Your closest ally makes unforgivable choice
64 Someone you care about being consumed by magic addiction
65 Blood family and found family at war with each other
66 Everyone you love in danger because of your choices

Haven Events

D66 Event
11 Haven under threat from external supernatural force
12 Regular needs your help with deeply personal problem
13 New arrival seeking refuge from dangerous pursuer
14 Haven keeper asks difficult favor that tests your ethics
15 Argument threatens to shatter haven’s peaceful atmosphere
16 Someone violated haven rules—community must respond
21 Haven’s wards weakening—need to restore them quickly
22 Mundane authorities investigating the location
23 Secret meeting happening—you accidentally overhear
24 Haven regular revealed to be in hiding from their past
25 Romantic connection sparked between two regulars (complications ensue)
26 Teaching session open to anyone—various skill levels clash
31 Haven temporarily closes—forcing community to scatter
32 Celebration or ritual brings everyone together
33 Newcomer doesn’t understand haven etiquette—causes problems
34 Haven’s neutrality tested by conflict between regulars
35 Magical object left behind—nobody claims it, what to do?
36 Haven keeper needs temporary replacement—volunteers needed
41 Community grieving—regular died or disappeared
42 Haven regular turns out to be someone’s enemy
43 Resource shortage—haven running low on magical supplies
44 Mentor teaching controversial technique—divides community opinion
45 Haven becoming too popular—losing intimate atmosphere
46 Someone abusing haven hospitality—taking advantage
51 Haven hosting mediation between conflicting parties
52 Unexpected visitor from distant magical community
53 Haven’s location compromised—must relocate or defend
54 Community fundraiser or work party to maintain space
55 Newly awakened person stumbles in—needs guidance immediately
56 Haven regular has magical accident—community responds
61 Haven keeper retiring—who will take over?
62 Conflict about haven’s future direction or purpose
63 Haven becomes temporary sanctuary for group on the run
64 Annual haven tradition or celebration approaching
65 Haven regular revealed as spy or infiltrator
66 Haven itself is awakening supernatural consciousness

Identity Struggles

D66 Struggle
11 Mundane job/school interfering with magical responsibilities
12 Family discovers the truth—must decide what to tell them
13 Can’t maintain both identities—one is slipping
14 Magical nature changing your personality in disturbing ways
15 Torn between magical and mundane romantic interests
16 Your supernatural heritage revealed—changes everything
21 Losing touch with mundane friends as magic consumes your life
22 Magical transformation making it hard to pass as human
23 Caught using magic by someone you can’t explain it to
24 Your mundane identity being investigated
25 Supernatural community expecting you to choose a side
26 Neither world fully accepts who you are
31 Your mortal loved ones aging while you’re changing
32 Prophecy about your destiny contradicts who you want to be
33 Your magical name/identity conflicts with mundane self
34 Transformation into something other than human progressing
35 You don’t recognize yourself in the mirror anymore
36 Mundane life feels like exhausting pretense now
41 Your supernatural nature puts mundane loved ones in danger
42 Expected to follow family magical tradition you reject
43 Your two lives colliding in explosive way
44 Losing memories of your pre-awakening self
45 Questioned by authorities about your whereabouts/activities
46 Your magical self and mundane self want different things
51 Someone from your past recognizes you’ve changed drastically
52 Your supernatural heritage comes with obligations you didn’t choose
53 Struggling to reconcile who you were with who you’re becoming
54 Your cover identity conflicting with your real values
55 Magical community pressuring you to abandon mundane life
56 Your true nature revealed in moment of crisis
61 Both identities demanding your presence at the same time
62 Your transformation is permanent—can’t go back to who you were
63 Forced to choose: magic or mundane life, can’t have both
64 Your mundane achievements seem meaningless next to magic
65 Everyone knows you by different name in each world
66 You’ve forgotten which identity is the “real” you

Magical Phenomena

D66 Phenomenon
11 Spontaneous glamour affecting entire block
12 Time loop trapping area in repeated moment
13 Gravity inversion in specific location
14 Emotions becoming visible auras
15 Shadow gaining independent will
16 Mirror showing alternate timeline
21 Dreams manifesting in physical world
22 Dead temporarily returning to life
23 All electronics becoming possessed
24 Weather responding to emotional states
25 Plant life growing impossibly fast
26 Reality fracturing into parallel versions
31 Truth compulsion affecting everyone nearby
32 Memories becoming tangible objects
33 Darkness developing sentience
34 Music causing physical transformations
35 Boundaries between realms thinning
36 Fate temporarily visible as threads
41 Pain transferring between people
42 Lies becoming visible manifestations
43 Age fluctuating randomly
44 Prayers being literally answered
45 Curses spreading like contagion
46 Names gaining power over bearers
51 Blood calling to blood across distances
52 Promises becoming binding contracts
53 Fear materializing as creatures
54 Hope generating light that pushes back darkness
55 Love creating protective barriers
56 Hatred manifesting as corrupting force
61 Identity becoming fluid and changeable
62 Past echoing into present
63 Future bleeding backward through time
64 Souls becoming visible to naked eye
65 Barriers between life and death weakening
66 Multiple realities overlapping simultaneously

Awakening Moments

D66 How You Discovered Magic
11 Near-death experience opened your Veil Sight permanently
12 Inherited object activated when you touched it
13 Witnessed impossible event nobody else remembers
14 Prophetic dream that came true in disturbing detail
15 Accidental spell cast during emotional crisis
16 Supernatural being revealed itself to you specifically
21 Family secret discovered in hidden documents or spaces
22 Attacked by magical creature—fought back instinctively
23 Stumbled through portal and returned changed
24 Dying relative confessed truth with final breath
25 Mysterious stranger appeared to warn or teach you
26 Childhood “imaginary friend” revealed to be real and magical
31 Scientific experiment went wrong in supernatural way
32 Eclipse, blood moon, or celestial event triggered transformation
33 Someone you loved died and you brought them back briefly
34 Drug experience showed you truth that didn’t fade
35 Ancient place responded to your presence
36 Ritual you thought was pretend actually worked
41 Saved someone’s life and they revealed the magical world
42 Your reflection moved independently—gateway opened
43 Bloodline magic activated on specific birthday
44 Place you’d been before suddenly showed its true nature
45 Someone tried to erase your memory—it didn’t work
46 Your art/music/writing manifested something real
51 Haunted by ghost who taught you to see through Veil
52 Medical procedure or accident changed your perception
53 Answered question nobody else could hear being asked
54 Found grimoire that spoke directly to you
55 Bargain made in desperation—then honored by something real
56 Your shadow started acting independently
61 Recognized another practitioner instinctively
62 Place of worship revealed its true supernatural nature
63 Your name spoken by stranger carried magical weight
64 Inherited condition or “illness” revealed as magical nature
65 Parallel timeline bled through—you remember both versions
66 You’ve always known—only now admitting it to yourself

Mundane Complications

D66 Real-World Problems
11 Boss demanding explanation for mysterious absences
12 Rent due and magical work doesn’t pay mundane bills
13 Family planning intervention for your “strange behavior”
14 Friend or partner feeling neglected—relationship strained
15 Grades or work performance declining noticeably
16 Mundane authorities investigating your activities
21 Can’t explain injuries or exhaustion to concerned loved ones
22 Technology you depend on malfunctioning from magical exposure
23 Missing important mundane event due to magical emergency
24 Someone close getting suspicious of your secrets
25 Financial crisis—need money for both mundane and magical needs
26 Health issues from magical exertion affecting daily life
31 Legal problems from unexplained situation
32 Housing instability—need new place that accommodates magic
33 Mundane job conflicts with magical ethics or schedule
34 Family pressuring you about life choices you can’t explain
35 Insurance or medical questions you can’t answer honestly
36 Mundane relationship suffering from magical preoccupation
41 Transportation issues—car broken, can’t explain why
42 Sleep deprivation affecting everything in mundane life
43 Professional reputation damaged by mysterious circumstances
44 Friend wanting to help but you can’t let them
45 Mundane emergency interrupting magical crisis
46 Identity documents or records being questioned
51 Apartment or house showing signs of magical activity
52 Neighbors complaining about strange occurrences
53 Need mundane cover story for magical situation—quickly
54 Doctor wants tests for symptoms that are magical in origin
55 Can’t be in two places at once but both need you
56 Mundane friend in crisis—can’t use magic to help
61 Lease or employment contract you can’t fulfill normally
62 Background check revealing gaps you can’t explain
63 Mundane obligation clashing with magical training
64 Someone photographed or recorded something compromising
65 Therapist or counselor asking uncomfortable questions
66 Everyday life feels like elaborate lie—taking psychological toll

Magical Jobs and Gigs

D66 Ways Practitioners Make Money
11 Warding homes and businesses against supernatural threats
12 Finding lost objects or people through divination
13 Brewing potions or crafting charms for other practitioners
14 Supernatural pest control—dealing with minor entities
15 Teaching magic to newly awakened for fee
16 Consulting for mundanes who suspect supernatural activity
21 Translating or researching obscure magical texts
22 Mediumship—connecting living with dead
23 Enchanting objects for practical or aesthetic purposes
24 Bodyguard work for vulnerable practitioners
25 Collecting rare ingredients from dangerous locations
26 Curse removal or hex breaking services
31 Supernatural investigation—finding truth through magic
32 Portal guide—safely navigating between realms
33 Memory alteration or restoration for those who need it
34 Magical therapy or counseling for practitioners
35 Artifact appraisal and authentication
36 Creating false identities with magical backing
41 Healing that modern medicine can’t provide
42 Dreamwalking for information gathering or therapy
43 Binding or summoning entities for clients
44 Supernatural matchmaking or relationship counseling
45 Ley line maintenance and energy work
46 Magical security system installation
51 Ghostwriting grimoires or magical instruction manuals
52 Prophecy interpretation and future consultation
53 Ritual performance for life events or transitions
54 Magical item repair or restoration
55 Underground magical marketplace dealing
56 Spirit negotiation and conflict resolution
61 Magical courier—delivering things mundanes can’t touch
62 Supernatural event planning
63 Teaching mundane skills to long-lived beings
64 Haven maintenance and ward renewal
65 Serving as witness or oath-holder for magical contracts
66 Whatever needs doing that day—magical odd jobs

Community Tensions

D66 Sources of Conflict
11 Old practitioners vs newly awakened over changing traditions
12 Disagreement over helping mundanes vs maintaining separation
13 Different philosophies about ethical magic use clashing
14 Resource scarcity creating competition between practitioners
15 Generational conflict—young rejecting old ways
16 Species/type prejudice still affecting community dynamics
21 Debate over using modern technology with traditional magic
22 Power imbalance—some have more access to knowledge than others
23 Territorial disputes over locations or ley lines
24 Different groups’ rules and taboos conflicting
25 Self-taught practitioners vs tradition-trained
26 Disagreement about responding to Veil breaches
31 Cultural appropriation concerns within magical practices
32 Wealth disparity—rich practitioners vs struggling ones
33 Romantic drama creating factional divisions
34 Mentor’s students competing for attention and advancement
35 Political views carrying over into magical community
36 Someone’s past actions causing ongoing resentment
41 New haven threatening established one’s community
42 Disagreement over accepting dangerous or dark practitioners
43 Teaching methods debate—safety vs effectiveness
44 Some wanting leadership structure, others preferring autonomy
45 Conflict over sharing knowledge vs keeping secrets
46 Mixed feelings about working with specific entity types
51 Debt or obligation creating complicated dynamics
52 Someone’s Nemesis being another person’s ally
53 Disagreement about intervening in mundane world events
54 Different survival strategies during dangerous times
55 Gossip and rumor undermining community trust
56 Competition for limited spots in teaching programs
61 Philosophical split about magic’s purpose and use
62 Power struggle over haven direction or resources
63 Integration question—how much mundane life to maintain
64 Justice question—how to handle community member’s wrongdoing
65 Disagreement about children learning magic young vs protecting them
66 External threat creating internal blame and suspicion

Discovery Moments

D66 Learning Something New About Magic
11 Your “frailty” is actually a magical gift misunderstood
12 The entity you summoned is not what you thought it was
13 Location you frequent sits on major ley line junction
14 Your mentor has been lying about something important
15 Spell you use regularly has dangerous side effect
16 You possess rare magical ability nobody mentioned
21 The Veil is weakening faster than anyone admits
22 Your family magical history is different than you were told
23 Common magical practice actually causes harm
24 Portal you use regularly goes somewhere new
25 Your awakening was triggered deliberately by someone
26 Magical community secret revealed—changes everything
31 Price of your favorite spell is more than you knew
32 Someone you trusted is working against you
33 Your Nemesis has personal reason you just learned
34 Ancient prophecy specifically mentions you or your bloodline
35 The “rules” you learned are not actually universal
36 Your natural talent comes with inherited obligation
41 Multiple types of magic exist beyond what you learned
42 The haven you frequent has deeper purpose
43 Your mundane friend can partially see through Veil
44 Transformation you’re experiencing is irreversible
45 Entity you dismissed as myth is actually real
46 Your magic works differently than anyone else’s
51 Past life memories surfacing—you’ve done this before
52 Your “imaginary” childhood memories were real
53 Someone’s been watching/protecting you for years
54 The Price you paid is still accumulating
55 You’re connected to someone powerful you’ve never met
56 Your true nature is not what you thought
61 Grimoire you use is sentient and has agenda
62 Your power comes from source that troubles you
63 You’re prophesied to do something terrible or wonderful
64 The reason you awakened is not random
65 You have sibling/relative in magical world you didn’t know
66 Everything you thought you knew is incomplete or wrong

Power Manifestations

D66 How Magic Shows Itself
11 Temperature drops dramatically when you use power
12 Your eyes change color during spellcasting
13 Electronics fail or glitch in your presence
14 You leave magical signature visible to other practitioners
15 Your shadow moves independently while casting
16 Audible hum or frequency change when power flows
21 You glow faintly in darkness after using magic
22 Your voice takes on harmonic or echoic quality
23 Small objects around you levitate slightly
24 Your breath becomes visible regardless of temperature
25 Mirrors show your true nature while casting
26 You smell like ozone, petrichor, or other distinctive scent
31 Your hands shimmer with visible energy
32 Animals react strongly to your presence
33 You cast no shadow while actively using magic
34 Your reflection lags behind your movements
35 You hear music or tones nobody else perceives
36 Your magical marks or tattoos glow when power flows
41 Time perception shifts—moments feel longer or shorter
42 You see double—magical and mundane worlds overlaid
43 Your hair moves in absent wind while casting
44 You feel significantly lighter or heavier
45 Colors intensify or shift in your vision
46 You taste copper, honey, or ash when using power
51 Your pulse becomes audible to others nearby
52 You briefly see threads connecting all things
53 Your touch leaves temporary luminescent traces
54 You feel others’ emotions as physical sensations
55 Your blood glows if drawn while magic is active
56 You project brief afterimages or doubled outlines
61 Reality seems to pixelate or glitch around you
62 You hear whispers in languages you don’t know
63 Your heartbeat synchronizes with ley line pulses
64 You see true names written on people temporarily
65 Your body becomes partially translucent
66 Multiple versions of possible futures flash before you

NPC Personalities & Quirks

D66 Trait
11 Speaks in careful, measured sentences—chooses every word deliberately
12 Laughs too easily, too loud; you suspect it’s a shield
13 Never sits with their back to the door
14 Refers to their magic in third person: “the gift doesn’t like crowds”
15 Collects mundane tchotchkes with sentimental magical significance
16 Tells the truth but never the whole truth
21 Perpetually exhausted, perpetually showing up anyway
22 Asks a question, then answers it themselves before you can
23 Flinches at sudden sounds; has learned to cover it quickly
24 Uses cooking as a coping mechanism—always bringing food to difficult talks
25 Deeply loyal to people, deeply skeptical of institutions
26 Checks their phone obsessively, never explains why
31 Has a tell when they’re lying—touches the back of their neck
32 Deflects with dark humor when things get emotionally serious
33 Keeps meticulous handwritten notes about everyone they meet
34 Apologizes too much; working on it
35 Deeply superstitious even by magical community standards
36 Has a different name for every community they move through
41 Dresses like nothing matters, thinks about it more than they admit
42 Cannot resist correcting magical misinformation, even at bad moments
43 Has a mentor they quote constantly; the mentor is long dead
44 Physically restless—always touching things, pacing, fidgeting
45 Radiates calm in crisis; falls apart completely in quiet moments
46 Has a practiced “mundane face” that doesn’t quite fit
51 Gives everyone a nickname they didn’t ask for
52 Disappears for days then reappears as if nothing happened
53 Has strong opinions about the ethics of magic but rarely acts on them
54 Genuinely kind, which makes them dangerous to underestimate
55 Carries something from everyone they’ve lost
56 Overshares personal history, guards actual secrets perfectly
61 Makes promises carefully; considers them magically binding
62 Has survived something they don’t talk about—and it shows
63 Treats magic with near-religious reverence; gets angry when others don’t
64 Deeply funny, deeply sad; the two are inseparable
65 Keeps their plans to themselves until the last possible moment
66 Has been someone else’s mentor too many times; still can’t say no

Magical Artifacts & Their Histories

D66 Artifact
11 A wristwatch that runs backward when near the dying—still accurate
12 Lipstick that compels whoever wears it to speak only desires
13 A coffee mug that keeps liquid at the exact temperature of the last person who loved you
14 Polaroid camera—developed photos show what was really in the room
15 A library card that grants access to sections of any library that don’t exist
16 Fountain pen that writes in the reader’s blood if the text contains a lie
21 Earbuds that let you hear what’s being said about you within a mile
22 A houseplant that thrives on emotional pain and predicts conflict
23 Sunglasses that filter out glamours—everything fae appears as bone
24 A vinyl record with no label that plays differently for every listener
25 Brass key that opens any lock—but only once per lock, and never yours
26 A journal that writes the previous owner’s experiences if left open overnight
31 Lighter that produces flame only when the holder believes the cause is just
32 Deck of cards where the face cards are always watching
33 A snow globe containing a city that exists somewhere—you just don’t know where
34 Coat that makes the wearer unnoticeable—not invisible, simply overlooked
35 Old phone that receives calls from the dead on anniversaries
36 Compass that points toward what you need most, not what you want
41 A sewing kit whose thread, once used, creates unbreakable bonds
42 Ceramic mug that cracks if the person drinking from it intends harm
43 A mirror shard that shows your reflection as you were before you awakened
44 Coin that always lands heads—except once, at the worst possible moment
45 A city transit card that takes you somewhere you didn’t intend to go, where you needed to be
46 Notebook where crossed-out words still haunt the margins at night
51 Pocket knife that only draws blood from those who have broken an oath
52 A music box that soothes supernatural creatures into temporary docility
53 Pair of shoes that walk the path you’d take if you weren’t afraid
54 An umbrella that protects against misfortune as well as rain
55 Frame without a painting—what you see in it tells you what you’re afraid of
56 Set of keys to doors that no longer exist
61 A candle that cannot be extinguished and slowly burns away what surrounds it
62 Dice that always roll what the roller secretly hopes for
63 An old photograph that gains new figures as you learn new secrets
64 Gloves that let you feel the history of anything you touch
65 A bookmark that marks the page you most need to read in any book
66 Cracked phone screen that shows texts from a number that doesn’t exist

Other Realms

D66 What You Find Beyond the Veil
11 The Mirror City: identical streets, reversed—your reflection walks here without you
12 A subway system with no terminus, its riders having forgotten they were going somewhere
13 The Borderlands: marshland between realities where time pools unevenly
14 A library containing every book ever burned
15 The Deep Dream: a shared unconscious where dreamers occasionally meet
16 A city of perfect summer evening, endlessly 7pm, where nothing is ever resolved
21 A train station serving routes between moments rather than places
22 The Underneath: the city’s shadow-self, built from what was demolished or forgotten
23 A forest growing inside a decommissioned airport hangar, impossibly vast
24 The In-Between: a fog where all the world’s mislaid objects slowly drift
25 A market district with no sky, traders offering things that cannot be bought with money
26 A tower with infinite floors, each floor a version of the same apartment
31 The Quiet: a realm of near-silence where emotions have physical weight
32 The Eldest Roads: ley lines you can walk on, leading to places that predate cities
33 A coastal town where everyone knows you from a life you didn’t live
34 A ballroom eternally mid-party, the music always just ending
35 The Echo Chamber: a place where past events replay in fragments
36 A river that runs through the walls of every building, visible only to those who have grieved
41 A greenhouse nurturing extinct species from multiple worlds
42 The Fold: a crease in space where two moments overlap—step carefully
43 A city neighbourhood that exists only between 3 and 4am
44 The Place Without Names: entities here cannot be summoned or bound
45 A rooftop garden floating above a city that no longer matches any real skyline
46 The Residue: a realm made entirely of things people have tried to forget
51 An archive staffed by beings who remember everything that was ever promised
52 A familiar street where every door opens onto something different each time
53 A half-built realm—scaffolding everywhere, no workers, something being constructed
54 The Wound: a recent breach that tore a hole between realms, still raw
55 A courtroom where every case tried is a case against yourself
56 A realm where your Nemesis has already won—a warning, a possibility
61 The Long Shore: a beach where the tide brings in what was lost, not what was thrown
62 A version of your own home from before you awakened, perfectly preserved
63 A city where every inhabitant is a version of someone you know
64 The Thread Room: fate is visible here as a dense web, and some strands are cut
65 A hospital treating wounds that have no mundane name
66 The Source: something immense, patient, and aware; it has noticed you first

Urban Legends & Rumors

D66 What’s Being Whispered at the Haven
11 A portal opened inside a hospital last week—three staff saw what came through
12 Someone’s been harvesting ley line energy under the new development project
13 There’s a practitioner who can erase magical memories; someone’s hiring them
14 The haven two districts over went dark overnight—nobody knows why
15 A Fae bargain from 1923 is coming due and the city is collateral
16 Someone found a grimoire written in a language nobody recognizes—even the old ones
21 The city’s oldest vampire has gone into hiding; that’s never a good sign
22 A new awakening wave is building—too many new practitioners, too fast
23 Someone is stealing true names and selling them to the highest bidder
24 There’s a faction nobody’s heard of operating in the transit system
25 A ghost army is assembling beneath the old cemetery; they’re waiting for orders
26 The Veil is measurably thinner this season; instruments confirm it
31 A practitioner died of impossible old age in their thirties—magic drained completely
32 Someone is binding minor spirits into mundane electronics and selling them online
33 A mundane journalist has a file that’s uncomfortably accurate
34 The crossroads on Fifth and Hollow has been changing the terms of deals made there
35 Three separate practitioners dreamed the same dream last Tuesday
36 A child born without magic in a fully magical bloodline; the family is panicking
41 The underground market has a new vendor nobody can get information on
42 A werewolf pack dissolved overnight—every member claiming they felt the bond snap
43 Something old woke up under the river when they built the new bridge
44 A local politician is making decisions that track perfectly with old Fae law
45 Someone figured out how to bind a ghost to a social media account
46 A haven keeper turned someone away last month; now they won’t say who
51 The price of magical components has tripled—supply is disappearing
52 A mentor in the eastern district took five students; none of them are reachable
53 There’s a place in the subway where time runs sideways—has been there for months
54 Someone is awakening sleepers deliberately; there’s a method and a motive
55 The old accords between the packs and the Courts have technically expired
56 A death two months ago that everyone accepted is being quietly re-examined
61 A familiar has gone rogue and taken its master’s entire grimoire
62 The teaching circle on Marsh Street is producing practitioners faster than possible
63 There’s a mundane who can’t be made to forget—every erasure slides off them
64 Someone is collecting promises—not bargains, just promises—and hoarding them
65 An ancient one has started attending mundane city council meetings
66 The prophecy everyone dismissed as metaphor is turning out to be literal

Antagonist Motivations

D66 What Drives Your Enemy
11 They were abandoned by the same community that now protects you
12 They are trying to save someone; everything else is acceptable cost
13 They believe the Veil is a cage and they’re opening the door
14 Power is the only safety they’ve ever known—they’re terrified without it
15 They were you, once; they made a different choice at the same crossroads
16 Grief has curdled into something they no longer recognize as grief
21 They represent a faction’s interests and have no personal grievance—yet
22 They are fulfilling an oath they cannot break and do not want to keep
23 They genuinely believe they’re the hero of this story
24 They’re trying to prevent a catastrophe nobody believes is coming
25 Someone they love is being used as leverage against them
26 They want to be caught—but only after they’ve finished
31 They were promised something that was never delivered; now they’re collecting
32 They’re running out of time and desperation is making them dangerous
33 Old ideology they’ve never examined, inherited from a mentor long dead
34 They want what you have—your connections, your potential, your Bonds
35 They’re not wrong about the problem; they’re catastrophically wrong about the solution
36 Shame at what they’ve already done drives them to go further
41 They are protecting the community by targeting you—in their view
42 They’re addicted to a power source that requires this of them
43 Someone manipulated them into this position years ago; they don’t know
44 They want recognition and have given up on earning it
45 They’re following instructions from something you haven’t identified yet
46 They’re cleaning up a mess they didn’t make but feel responsible for
51 They loved someone who is now your ally—that’s the whole of it
52 They want the Veil gone because it’s been used to hide crimes
53 They are testing you; the test has gone further than they intended
54 They don’t want to win—they want you to understand why they had to try
55 They’re afraid of what you’ll become if they don’t stop you now
56 Old debt to something ancient, patient, and indifferent to human costs
61 They are simply someone with too much power and too little reason to stop
62 They want to burn down the magical community’s hierarchies—you’re in the way
63 They are trying to undo something you did, or something done to them
64 They’ve seen a future where you’re the catastrophe
65 They’ve lost their Bonds one by one; now they have nothing to lose
66 They were once trying to protect you—and something went terribly wrong

Scene Atmosphere

D66 Sensory & Mood Details
11 3am silence broken only by a single distant siren
12 Fluorescent lights humming just slightly too loud
13 Rain on a window that shouldn’t face outside
14 The particular smell of old books and candle wax underneath fresh coffee
15 A space that is clearly lived-in but contains no personal photographs
16 Warm light that makes everyone’s face look kinder than they might be
21 The sound of a party one floor up, muffled and unknowable
22 A city street at dusk, half mundane half something else entirely
23 The cold that comes with presence, not temperature
24 Smoke without fire—something was just ended here
25 A garden gone wild inside a warded building, thriving against all reason
26 Chalk marks on concrete so old they might be original to the structure
31 The particular exhaustion of a haven after an emergency
32 Dead electronics—every screen dark, every clock stopped at the same time
33 Two conversations happening in the same room that nobody intends to mix
34 Everything too clean; someone prepared this space very recently
35 Subway ambient noise seeping up through the floor even three stories up
36 The quality of light that happens when a storm breaks—wrong color, electric
41 A kitchen being used as a sanctuary: food, warmth, people not talking
42 The sound of a city going about its day, indifferent to what’s happening here
43 An object on the floor that nobody is acknowledging
44 Moonlight behaving differently than it should in this space
45 The moment between argument and silence, stretched out too long
46 Candles at the end of their burn, wax cooling, light going amber
51 A door slightly open that everyone is treating as closed
52 Warmth from a fireplace in a building that shouldn’t have one
53 The smell of petrichor inside, though it hasn’t rained in days
54 Graffiti that is just slightly different each time you look at it
55 The restless quiet of a haven emptied by fear
56 A window showing a neighborhood that doesn’t correspond to where you are
61 Music from no source, low enough to almost be imagined
62 The texture of a place that has hosted too much grief
63 Everything is the same as before—that’s what’s wrong
64 A basement or rooftop: the city inverted, seen from the wrong end
65 Two people leaving space between them that they haven’t explained
66 The precise moment when you realize the place is watching you back

Dream & Vision Content

D66 What the Prophecy, Dream, or Divination Shows
11 A door in a wall you know well that has never been there
12 Someone’s face you don’t recognize—but they know yours
13 Your hands doing something you don’t remember choosing
14 A location you’ve never visited, shown in enough detail to find
15 A conversation you already had, replayed with different words
16 Something broken that used to be whole; you don’t know what it was
21 A figure standing at a crossroads, facing away from you, waiting
22 Text you can almost read; you wake up with a single word
23 The moment before something important that you keep waking before it
24 A mirror showing two reflections where there should be one
25 Something vast and patient, looking at something smaller than you
26 A map of somewhere real, one detail wrong in a way that matters
31 A person you love in a situation they have not told you about
32 Your own voice telling you something you don’t believe
33 A color that doesn’t exist in the waking world, and what it means
34 A ritual, completed or in progress—you can see the shape but not the purpose
35 A crowd that parts for something you cannot see coming
36 A door closing—you don’t know if you’re inside or outside
41 Thread—the kind that connects people—tangled badly around one specific person
42 A clock at a time that means something; you haven’t figured out what yet
43 Something that shouldn’t be where it is, and the wrongness is the message
44 A scene playing twice—the second time, one thing has changed
45 Your Nemesis doing something that looks like grief
46 A key and a locked thing—neither is what it appears to be
51 An ending shown without a beginning—you don’t know how you got there
52 A child that may be you, before everything changed
53 A place you visit regularly, empty of everyone who should be there
54 Yourself, making a choice—you can’t tell if it’s warning or instruction
55 Something growing from ground that should not support it, slowly
56 The moment the Veil tears, and what’s on the other side seeing through
61 A name written in light; you remember it for exactly three seconds
62 Every path forward, briefly visible—all of them cost something
63 A reunion you want but haven’t admitted you want
64 Someone’s last moment—you don’t know whose, or when
65 The center of something; you’ve been circling it without knowing
66 Nothing—but the absence has a shape, and the shape is familiar

Supernatural Creature Features

D66 What Makes It Uncanny
11 Eyes that reflect light wrong—not like animals, like old screens
12 It speaks in your voice when it thinks you’re not listening
13 Leaves no footprints but moves through mud
14 Its shadow doesn’t match its shape or position
15 Appears in your peripheral vision; looks directly at you head-on
16 Smells like rain, ozone, or something you loved as a child
21 Makes no sound while moving but can’t stop making sound while still
22 Its features shift when you try to describe them to someone else
23 Animals won’t acknowledge its presence—not fear, simply non-recognition
24 It knows your name; it will not tell you how
25 Every mundane camera produces static in its vicinity
26 Its voice has a harmonic underneath that your body hears before your ears do
31 It ages in reverse over the course of an encounter
32 The temperature around it is always exactly wrong for the season
33 It finishes your sentences—always correctly
34 Plants lean away from it; it hasn’t noticed
35 Its wounds close, but slowly, and it watches you notice
36 It mirrors your posture with a half-second delay
41 Its reflection in water shows something that happened here long ago
42 It is entirely plausible until one detail, which is wrong in a way hard to name
43 Children stare at it; adults look away; it prefers the children
44 It blinks infrequently, but exactly when you do
45 Its mouth moves slightly before sound comes out—slightly too much
46 It expresses emotions that don’t match the face it’s using to express them
51 It knows what you most recently lost and mentions it conversationally
52 Its outline blurs when it moves quickly, as if the world hasn’t caught up
53 Insects near it behave strangely—not fleeing, attending
54 It casts two shadows in single-source light
55 It ages everyone’s food and drink nearby by exactly three days
56 It smiles at the wrong moments with complete sincerity
61 It can only be seen clearly when you’re not trying to look at it
62 It makes you feel you’ve met before; you haven’t, but something has
63 Mundanes nearby begin to agree with whatever it most recently said
64 Its voice doesn’t echo in spaces where everything else does
65 It knows which of your Bonds are weakest; it has not said so yet
66 Being near it too long makes you feel you are also not quite real

Complications During Magical Travel

D66 What Goes Wrong (or Strange) in Transit
11 You arrive at the right place, wrong moment—hours earlier or later than intended
12 The portal closes before everyone is through
13 You exit somewhere adjacent to your destination—close but wrong
14 Something follows you through and you don’t notice immediately
15 The ley line pulses wrong—you feel it in your teeth, your magic stutters
16 You arrive with someone else’s memory layered briefly over your own
21 A passenger—something small, quiet, and uninvited is now with you
22 The portal requires something you didn’t know you’d need to give
23 In-transit, you see something about the route you weren’t meant to see
24 The destination has changed since the last time this route was used
25 Arrival is correct—but you’re physically wrong in a small, specific way
26 The return route is no longer where you left it
31 Time passed differently; what felt like minutes was hours in both worlds
32 The crossing stripped something minor—a memory, a small ability, a name
33 You arrive with the emotional residue of everyone who used this route before
34 The portal has a guardian this time; last time there wasn’t one
35 Something from the other realm has taken an interest in where you’ve been
36 The ley line deposits you at a node you didn’t choose—and you can feel why
41 You become briefly visible on both sides simultaneously
42 Your magical signature is louder than usual on the other side
43 Something in transit tried to communicate—you’re not sure it succeeded
44 The crossing leaves a trace others can follow if they’re looking
45 You exit in the right place, but from the wrong direction—you came from somewhere first
46 The portal will work once more, then seal—permanently
51 Another traveler is using the same route right now; you overlap briefly
52 You arrive with something that wasn’t yours when you left
53 The route passes through somewhere it shouldn’t—briefly, terribly
54 Arrival is physically disorienting; magic feels sideways for the next scene
55 The destination has wards that weren’t there before; someone is expecting visitors
56 Something on the other side touched the portal from their side while you were in it
61 You arrive—but part of your intent didn’t, and the magic reflects that
62 The crossing cost Luck with no roll—the route is becoming dangerous
63 A second portal opened at the same moment nearby; you don’t know where it goes
64 You emerged on the wrong side of the Veil—mundanes could have seen you
65 The ley line shows you a memory from when it was first laid, centuries ago
66 You arrive at the right place, right time—but so does your Nemesis

Inspiration Tables

Verbs

Verbs 1 2 3 4 5 6
1 Bind Summon Banish Transform Reveal Conceal
2 Breach Ward Curse Bless Hunt Protect
3 Channel Cross Anchor Sever Awaken Seal
4 Bargain Steal Return Merge Split Guide
5 Feed Corrupt Purify Track Escape Trap
6 Break Mend Read Erase Mark Claim

Adjectives

Adjectives 1 2 3 4 5 6
1 Hidden Forbidden Ancient Corrupted Sacred Cursed
2 Bleeding Fractured Bound Wild Stolen Twisted
3 Awakening Fading Eternal Temporal Spectral Material
4 Veiled Revealed Powerful Broken Whole Between
5 Desperate Hunted Protected Marked Pure Tainted
6 Forgotten Prophetic Mundane Magical Living Dying

Nouns

Nouns 1 2 3 4 5 6
1 Portal Contract Memory Shadow Blood Name
2 Truth Lie Bargain Debt Promise Curse
3 Realm Veil Crossing Haven Territory Boundary
4 Power Price Gift Burden Legacy Secret
5 Vision Dream Nightmare Hope Fear Love
6 Soul Essence Identity Mask Reflection Echo

Appendix: Inspirational Media

TV Series (Primary Inspiration)

  • The Magicians - Magic school for adults, depression and identity struggles, found family, learning through practice and failure, messy relationships, wonder mixed with personal darkness
  • Lost Girl - Protagonist rejects faction politics, The Dal as community haven, chosen family over blood, supernatural detective stories, identity and belonging, romantic drama intertwined with magical conflict

Books

  • The Magicians trilogy by Lev Grossman - Magic school meets quarter-life crisis, depression and power, growing up magical
  • A Deadly Education by Naomi Novik - Magic school as survival, found family, learning under pressure
  • Ninth House by Leigh Bardugo - Secret magical societies, trauma and power, contemporary magic in academic setting
  • The Dresden Files series by Jim Butcher - Urban wizard detective, magical community politics, personal relationships
  • Rivers of London series by Ben Aaronovitch - Learning magic through apprenticeship, London magical community, balancing mundane police work with supernatural
  • October Daye series by Seanan McGuire - Fae politics, found family, identity between worlds
  • American Gods by Neil Gaiman - Modern world hiding ancient powers, belief and magic
  • Neverwhere by Neil Gaiman - London Below, discovering hidden magical world
  • The Hollows series by Kim Harrison - Supernatural community integration, personal relationships as strength
  • Kate Daniels series by Ilona Andrews - Urban magic, found family, mercenary work

TV Series (Additional)

  • Buffy the Vampire Slayer - Chosen one rejecting destiny, found family, high school/college supernatural drama
  • Being Human (UK and US) - Supernatural beings trying to live normal lives, roommate found family
  • Lucifer - Supernatural detective work, personal relationships, identity questions
  • Shadow and Bone - Magic school elements, found family, power and corruption
  • Supernatural (early seasons) - Brothers as found family, learning hunting trade, personal drama
  • Chilling Adventures of Sabrina - Magic school, dual identity struggles, chosen family

Films

  • The Craft - Teen witches, power and consequences, friendship and betrayal
  • Constantine - Urban magic, personal demons, navigating supernatural politics
  • Practical Magic - Family magic, love and curses, acceptance of supernatural nature
  • The Covenant - Young magic users, found family, power addiction

Comics/Graphic Novels

  • The Sandman by Neil Gaiman - Dreams and reality, found family among Endless, personal relationships
  • Lumberjanes - Young magic users, found family, discovery and growth
  • The Wicked + The Divine - Modern gods, identity and transformation, community and conflict
  • Monstress - Complex magic system, personal power and cost, relationships drive plot

Games

  • Urban Shadows - Urban fantasy RPG emphasizing political debts and personal drama
  • Monster of the Week - Supernatural investigation with relationship drama
  • Monsterhearts - Teenage supernatural beings, identity and desire

License

Loner: Urban Fantasy

© 2025 Roberto Bisceglie

This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.