๐ฒ GM Quick Reference
Essential tables for running urban fantasy sessions. When you need a name, rumor, or supernatural twist on the spot - roll or choose instantly.
๐ค NPC Names (d100)
Modern names for townsfolk, hunters, and supernatural contacts
1-25
- Alex Morrison
- Blake Rivera
- Casey Turner
- Dana Blackwell
- Ellis Ramirez
- Flynn McCarthy
- Grace Thornton
- Hunter Sterling
- Iris Delgado
- Jordan Hayes
- Kai Nakamura
- Luna Reeves
- Morgan Cross
- Noah Winters
- Olive Sinclair
- Phoenix Drake
- Quinn Sullivan
- River Santos
- Sage Harper
- Taylor Kim
- Uma Patel
- Val Martinez
- Wren Foster
- Xavier Knight
- Yara Mills
26-50
- Ash Beaumont
- Brooklyn Chen
- Carter Walsh
- Della Monroe
- Echo Vance
- Finley Woods
- Grayson Pierce
- Haven Flores
- Indie Laurent
- Jace Bishop
- Kira Volkov
- Levi Stone
- Mercy Caldwell
- Nash O'Connor
- Onyx Sterling
- Parker Rhodes
- Quest Maddox
- Remy Wolfe
- Skye Bennett
- Tru Novak
- Unity Price
- Vesper Hunt
- Wolf Crane
- Xen Archer
- York Steele
51-75
- Aria Frost
- Beck Thorn
- Cleo Moon
- Dax Rowan
- Eden Blake
- Frost Hammond
- Grey Montgomery
- Honor Webb
- Indigo Shaw
- Jazz Coleman
- Kestrel Vaughn
- Lux Hart
- Marlowe Quinn
- Nyx Hendrix
- Ocean Ford
- Poet Caine
- Quill Mercer
- Rain Ortiz
- Storm Maxwell
- Tempest Lane
- Urban Grant
- Vox Carson
- Wilder Day
- Xenon Cole
- Yule Black
76-100
- Atlas Grove
- Blaze Merrick
- Cypress Vaughan
- Dream Locke
- Ever Page
- Fable West
- Ghost Ramsey
- Haze Russo
- Icon Bell
- Jinx Palmer
- Knox Ward
- Legend Moss
- Mystic Reed
- Neon Chase
- Orbit Kane
- Prism Vale
- Quantum Fox
- Rune Madison
- Shadow Lynch
- Tide Brennan
- Veil North
- Whisper Dean
- Zero Heath
- Zenith Burke
- Zephyr Snow
๐ฃ๏ธ Town Whispers (2d10)
What locals gossip about in diners, schools, and corner stores
| 2d10 | Rumor |
|---|---|
| 2 | "Three kids from the high school went into the old Mackenzie house on a dare. They came out silent, won't talk about what they saw." |
| 3 | "Dogs have been barking at the same spot on Elm Street every night at 3 AM. There's nothing there. That anyone can see, anyway." |
| 4 | "The new librarian knows things. Asked her about a book from 1952. She described it perfectly. Library didn't keep records that far back." |
| 5 | "Power outages every night this week. Always the same three blocks. Power company can't explain it." |
| 6 | "Someone's been leaving flowers at the scene of that car crash from twenty years ago. Fresh flowers. Every single day." |
| 7 | "The Henderson family moved away overnight. Left everything. Furniture, photos, car in the driveway. Just... gone." |
| 8 | "Late night radio show on 104.7 FM. Only broadcasts after midnight. No ads, no DJ name. Plays songs that don't exist." |
| 9 | "Graffiti appeared on the school gym. Same symbol that showed up before the Miller twins disappeared in '99." |
| 10 | "New coffee shop owner never seems to age. Locals say she looks exactly like the woman in the photo from the grand opening in 1965." |
| 11 | "Birds won't land in the park anymore. They circle, but never land. Started the day after they broke ground on the new playground." |
| 12 | "Old Miller farm's been abandoned for years. Every autumn, lights come on in the upstairs window. Nobody goes to check anymore." |
| 13 | "Weather vane on the church hasn't moved in three weeks. Not even during last Tuesday's storm. Town maintenance won't touch it." |
| 14 | "Swimming hole out on Route 9 - two kids say they saw something looking up at them from the bottom. Clear water. Nothing should be that deep." |
| 15 | "Phone calls to the old diner number. It's been disconnected for six years. People still get calls from it. Sometimes they answer." |
| 16 | "Reverend stopped giving his Sunday sermons in English partway through. Switched to something else. Nobody recognized the language. He doesn't remember doing it." |
| 17 | "Census records show a house on Carver Lane that no one has lived in since 1978. But the lights are on. Mailbox gets emptied. Sometimes you see shadows." |
| 18 | "Every mirror in the barbershop was found turned face-to-the-wall one morning. Owner swears he locked up the night before. No sign of entry. He hasn't turned them back around." |
| 19 | "Two people on opposite ends of town describe having the exact same dream. Same night. Same woman standing at the foot of the bed. Same words. 'It's almost time.'" |
| 20 | "Sheriff found a door in the basement of the old courthouse. No record of it on any blueprint. It's warm to the touch. Locks from the inside. Something turns the handle occasionally." |
๐ Quick Loot (2d10)
Items found in abandoned houses, creature lairs, or mysterious locations
| 2d10 | Item Found |
|---|---|
| 2 | Smartphone with cracked screen. Single video file dated tomorrow. Depicts the finder standing in a location they haven't visited yet. |
| 3 | Polaroid photo of the party, taken from behind. Dated three days ago. Nobody remembers posing for it or seeing a photographer. |
| 4 | Journal filled with detailed entries about the party's movements. Handwriting changes every few pages. Last entry is today. |
| 5 | Set of keys on a keychain from a motel that burned down in 1987. Keys are warm to the touch. Smell like smoke. |
| 6 | USB drive labeled "WATCH BEFORE IT'S TOO LATE." Contains single video file. You'll need to decide if you watch it. |
| 7 | Child's toy - stuffed rabbit. One button eye missing. Seems to move when you're not looking directly at it. You're... pretty sure it moves. |
| 8 | Prescription bottle. No label. Pills inside glow faintly. Smell like ozone and regret. Could be medicine. Could be poison. Could be worse. |
| 9 | Mixtape from the 90s. Handwritten label: "For when they come back." Songs aren't labeled. Tape still plays perfectly. |
| 10 | Newspaper from tomorrow. Headlines describe events that haven't happened. Yet. One mentions a name you recognize. |
| 11 | Silver bullet with name engraved on it. It's the name of someone in the party. Has obviously been fired and recovered. |
| 12 | Shoebox of letters, rubber-banded, addressed to a name nobody recognizes. Return address is this building. All unopened. All dated last week. |
| 13 | Wristwatch stopped at 3:17. Won't start again. Battery is fine. Smells faintly of copper. Runs perfectly once you leave the area. |
| 14 | Laminated ID card. Photo is someone in the party. Name is wrong. Expiration date is two days ago. Issuing agency doesn't exist. |
| 15 | Small cassette recorder. Tape inside already recorded. Voices describe everything that's happened since you entered the building. Ends mid-sentence. |
| 16 | Mason jar of dark liquid, sealed with wax. Label in handwritten Latin. Liquid moves against gravity when tilted. Doesn't spill. Smells like the forest after rain. |
| 17 | Child's drawing, crayon on construction paper. Stick figures of the party in unmistakable detail. Each figure has an X through it. Except one. |
| 18 | Leather-bound grimoire, pages warm to the touch. Text shifts when read peripherally. Last chapter appears to be instructions addressed to whoever is holding the book right now. |
| 19 | Glass eye, perfectly fitted for someone in the party. A note tucked beneath it reads: "You'll need this when the time comes. Don't lose it. Again." |
| 20 | Sealed envelope labeled DO NOT OPEN UNTIL YOU UNDERSTAND WHAT'S HAPPENING. Inside is a second sealed envelope with the same instruction. There are seven total. The last one is already open. |
๐ญ NPC Personality Quirks (2d10)
Quick traits to make townsfolk, shopkeepers, and contacts memorable
| 2d10 | Personality Quirk |
|---|---|
| 2 | Sees auras around people. Describes yours in uncomfortable detail. "Yours is... interesting. Gray with red cracks. Like broken promises." |
| 3 | Compulsively documents everything. Takes photos, records audio, writes notes. "For the record," they say. Won't explain which record. |
| 4 | Speaks in pop culture references exclusively. Communicates entire thoughts through movie quotes and song lyrics. Somehow it works. |
| 5 | Knows things they shouldn't. Casual mentions of private moments. "How was your drive here? Traffic by the oak tree okay?" You never mentioned the oak tree. |
| 6 | Always prepared for oddly specific disasters. Has equipment for werewolf attacks, alien invasions, time loops. Treats all as equally likely. |
| 7 | Refuses to use names. Refers to everyone by descriptors. "Scarred one," "sad eyes," "the one who lies to themselves." |
| 8 | Tech genius but claims they're "just okay with computers." Casually hacks government databases while helping. "It's not that hard." |
| 9 | Apologizes constantly for things that aren't their fault. "Sorry about the weather. Sorry about your past. Sorry about what's coming." |
| 10 | Finishes other people's sentences. Accurately. Even when they change their mind mid-sentence. Doesn't see this as unusual. |
| 11 | Carries bag of seemingly random objects. Always has exactly what's needed. No explanation for why they brought that specific thing today. |
| 12 | Never makes eye contact. Stares at a point just over your shoulder. Has mentioned, twice now, that something is standing behind you. It isn't. Probably. |
| 13 | Incredibly calm about everything. War, monsters, death - met with the same mild nod. "Mm. That tracks." Has seen things that broke lesser people. Still standing. |
| 14 | Collects other people's secrets like trading cards. Never uses them. Never threatens. Just holds them. "I know. Don't worry. I won't tell." Somehow that's worse. |
| 15 | Speaks about the future in past tense. "Oh, that was a good idea you had." "The part where you found the key was clever." Corrects themselves when they catch it. Badly. |
| 16 | Has a twin. Identical. Neither will confirm or deny if you're speaking to the same one. Finishing each other's sentences from separate rooms. Different towns. |
| 17 | Sleepwalks. Into crime scenes, locked buildings, sites of supernatural activity. Always returns to bed before dawn. Has no memory of it. Drawings on their hands each morning. |
| 18 | Animals follow them. Not aggressively. Just... watching. Cats. Crows. Whatever's local. The animals are calm. The NPC is calm. Everyone else is reasonably unsettled. |
| 19 | Has died before. Technically. Heart stopped for eleven minutes. Won't say what they experienced. Whatever it was, they stopped fearing death entirely. Started fearing something else. |
| 20 | Is being hunted. Won't say by what. Changes the subject with expert ease. Extremely paranoid, extremely competent, extremely alive despite whatever's looking for them. For now. |
โ ๏ธ Investigation Complications (2d10)
When the mystery is unraveling too easily, roll for obstacles
| 2d10 | Complication |
|---|---|
| 2 | Mundane Authority: Police/FBI/government interested in same events. Want hunters to stop. Threatening arrest. Have resources and badges. |
| 3 | Copycat Threat: Something's mimicking the original monster. Either second monster or original is more intelligent than believed. |
| 4 | Protected Species: Monster has guardianโhuman ally, protective spell, or bigger monster. Guardian isn't necessarily evil. Monster might not be either. |
| 5 | Collateral Damage: Innocents in crossfire. Family living in haunted house. Kids camping near creature's lair. Can't just burn it down anymore. |
| 6 | Wrong Monster: Thing you're hunting is hunting something worse. Kill it, and bigger problem emerges. It was keeping something contained. |
| 7 | Inside Job: Someone in the group is compromised. Possessed, mind-controlled, or voluntarily helping the monster. Don't know who. Yet. |
| 8 | Time Sensitivity: Pattern indicates next victim/event imminent. Hours, not days. Preparation time gone. Have to move now with what you have. |
| 9 | Public Exposure: Incident caught on camera. Going viral. Skeptics debunk it but believers activated. More hunters coming. Also more monsters. |
| 10 | Personal Connection: Victim is someone from hunter's past. Old friend, former flame, estranged family. Professional becomes personal. Judgment compromised. |
| 11 | Bigger Picture: This incident is piece of larger pattern. Multiple events, different locations, same source. Solving this one won't stop what's coming. |
| 12 | Missing Evidence: Key piece of evidence has vanished. Not stolenโgone. No sign of entry. Security footage shows nothing took it. It just isn't there anymore. |
| 13 | Unreliable Ally: Informant who's been helping has an agenda. Nothing they've said is a lie, exactly. But nothing is the whole truth either. Their goal may align. For now. |
| 14 | Jurisdictional Conflict: Another hunter team is working the same case. Different methods, different intel, same target. They aren't wrong, exactly. Neither are you. Someone gets there first. |
| 15 | Community Backlash: Locals protecting the monster. Willingly. Some know what it is. Some have their reasons. Removing it means going through people who made their choice. |
| 16 | Escalation: Monster knows it's being hunted. Behavior changed. It's moving differently, hiding better, and it's started sending a message. The last message involved a hunter's car. |
| 17 | False Resolution: Everything points to a clean solve. Evidence, motive, opportunity. Party moves to end it. Wrong. Something let you think you'd won. Now it has what it needed. |
| 18 | The Monster Was Right: Whoever or whatever the party has been hunting was protecting something, stopping something worse, or fulfilling an ancient obligation. Killing it would be a catastrophic mistake. |
| 19 | Feedback Loop: The investigation is feeding the entity. Every clue followed, every ritual examined, every name spoken aloud makes it stronger. The hunters are the problem. At least partly. |
| 20 | It Was Never Containable: The thing the party came to stop was never the real threat. It was a symptom. The source is older than the town, than the country, than recorded history. And now it knows you're looking. |