Characters

Table of content
  1. The Basics
  2. Childhood Events
  3. Formative Adolescence Events
  4. Current Calling
  5. Flaws
  6. Character Sentence
  7. Does (Verb)
  8. Something
  9. Monster Hunter Types and Focus Examples

The Basics

d20 Species
1-5 Ferai (Human)
6-8 Aelith (Fey Elf)
9-11 Noctari (Shadow Elf)
12-14 Drakari (Dragon)
15 Half-Blood (Aelith/Ferai)
16 Half-Blood (Noctari/Ferai)
17 Half-Blood (Drakari/Ferai)
18 Half-Blood (Aelith/Noctari)
19 Half-Blood (Aelith/Drakari)
20 Half-Blood (Noctari/Drakari)
d20 Species
1-5 Human
6-8 Elf
9-11 Dwarf
12-14 Beastkin
15-17 Changeling
18-20 Shortfolk

Roll or choose what type of settlement you grew up in. For a Half-blood you may choose one or the other.

d10 Ferai Aelith Noctari Drakari
1-4 Big City Wyld Nether Communal Living
5-6 Small Town Big City Big City Big City
7 Nomad/Traveler Small Town Small Town Small Town
8 Off the Grid Nomad/Traveler Nomad/Traveler Nomad/Traveler
9 Communal Living Off the Grid Off the Grid Off the Grid
10 Institutional Upbringing Institutional Upbringing Institutional Upbringing Institutional Upbringing
d10 Who raised you?
1 Single Parent
2 Two Loving Parents
3 Grandparents or Elder Relativives
4 Adoptive Parents
5 Criminal or Fringe Community
6 A Ward of the City/State
7 Religious or Spiritual Order
8 Military or Academic Institution
9 No one
10 Roll Twice, and choose one or use both

Childhood Events

Using where you grew up roll or choose an event that changes your character.

This may be used to create a background tag and/or create a known faction or relationship. (Or as an additional tag)

d10 Big City Small Town
1 You learned to read people fast — or be taken advantage of. Everyone knew your name — and your business.
2 You got lost in the crowd once — and no one noticed. You broke a local tradition and became the town’s cautionary tale.
3 You made a lifelong friend on the subway or street corner. You helped at a family shop or farm from a young age.
4 You watched a protest or riot unfold from your bedroom window. The annual festival was the highlight of your year.
5 You knew how to avoid cops, gangs, or both. You knew every neighbor’s dog by name.
6 A strange figure visited your apartment building every full moon. You swore you saw something unnatural in the woods.
7 You climbed rooftops to feel free, just for a few minutes. You were caught sneaking out and your parents still talk about it.
8 You hustled or worked to help support your family. You couldn’t wait to leave — and still can’t.
9 You witnessed magic — but no one around you would talk about it. Magic was rare, but when it showed up, it changed everything.
10 You ran with a crew or clique that shaped who you are. A local legend or ghost story marked your childhood.
d10 Nomad/Traveler Off the Grid
1 You learned to pack everything you owned in under ten minutes. You didn’t see another child for most of your early life.
2 You crossed a border that no map ever marked. You learned to hunt or forage before you could read.
3 You were taught to lie about where you came from. A solar flare or storm cut you off from the outside world.
4 You changed your name so often you forgot your real one. Your family had a rule: never speak to strangers.
5 You once stayed in a place so beautiful, you almost stayed forever. You were raised with a deep fear of cities or crowds.
6 You learned stories in ten different tongues, none your own. You built your first shelter before you turned ten.
7 You lost something important at a rest stop and never found it. You were responsible for fetching water or tending fire daily.
8 You witnessed something amazing — and no one else believes it. You didn’t see a paved road until much later in life.
9 You danced with strangers under the stars and never saw them again. You had to defend your home from wild creatures.
10 You were told: “Keep moving, or they’ll find us.” You never had power or running water — and didn’t miss them.
d10 Communal Living Institutionalized Upbringing
1 You shared everything — even your secrets. You were punished for asking too many questions.
2 You helped deliver a child in the middle of a storm. A mentor singled you out — and then disappeared.
3 You lived by a schedule drawn by the whole community. You formed a forbidden friendship with someone on the “outside.”
4 Your commune survived a disaster together — barely. You ran away once — and were caught.
5 You were chosen to represent the group in a ritual or task. You memorized rules like they were scripture.
6 You caught someone stealing from the stores. You were isolated for breaking a rule you didn’t understand.
7 You once lived in silence for a month as part of a vow. You witnessed something terrible no one would believe.
8 You grew your own food, built your own shelter. You spent nights studying while others slept.
9 You questioned the leaders — and faced consequences. You earned privileges — and the resentment of others.
10 You were told you were chosen for something greater. You never knew your last name until the day you left.
d10 The Wyld The Nether
1 You danced with spirits under a blood moon. You wandered too far and something watched you from the dark.
2 A mischievous fey stole your voice for a year. You bartered with a shadow-creature and still owe a debt.
3 You were chosen by a forest guardian for a secret task. You served in the home of a Nether noble who spoke in riddles.
4 You were lost in a grove where time didn't flow right. You lived in a place where day never came.
5 A plant you nurtured became sentient and speaks only to you. You saw a mirror version of yourself that whispered truths.
6 You befriended a changeling — then watched them vanish. You were taught to read hidden signs in shadows and smoke.
7 You were cursed for breaking an oath and learned the cost. You broke a rule and glimpsed a forbidden memory not your own.
8 You trained in ritual song and dance under moonlight. You memorized names of the dead to keep their spirits calm.
9 You won a contest of stories with a trickster spirit. You watched a place get swallowed by the dark, and no one else remembers it.
10 You briefly became an animal and never told anyone. You woke up far from home with a shadow stitched to your feet.

Formative Adolescence Events

Pick or choose where you lived in your formative years?

d20 Location
1-10 Same Place
11-12 Big City
13-14 Small Town
15-16 Nomad/Traveler
17-18 Off the Grid
19 Communal Living
20 Institutional Upbringing

What event transformed your life in your formative years? Roll, choose or create an event.

d10 Big City Small Town
1 You joined a street crew, gang, or activist circle for protection or purpose. You were crowned at a town festival — and held to impossible standards.
2 You uncovered a major secret in your neighborhood — and were threatened to keep it. You uncovered a supernatural presence in an abandoned place.
3 You started working nights in a part of the city no one talks about. You rebelled against a town elder and caused a scandal.
4 A friend disappeared without a trace, and no one believed you when you said why. You made a pact or promise with something that lived just beyond the cornfields or hills.
5 You learned how to hack, forge, or bypass urban systems to get by. You dated someone “off-limits” and learned how cruel gossip could be.
6 You were caught up in a magical crackdown or anti-magic protest. You helped hide someone — or something — from outsiders.
7 You trained under a mentor who used the city’s chaos as your classroom. You were expected to inherit something you didn’t want — land, a job, a burden.
8 You witnessed a crime involving magic or power — and stayed silent. You left for a time and came back different, or never quite fit in again.
9 You entered a shadow economy that taught you more than school ever did. You discovered your family wasn’t who you thought they were.
10 You fell in love with someone from the other side of the city’s veils — and it changed you. You performed in or interrupted a town ritual with long-standing consequences.
d10 Nomad / Traveler Off the Grid
1 You lost someone while crossing into another realm or borderland. You accidentally made contact with outsiders and were changed by it.
2 You bonded with a caravan, crew, or troupe — then had to leave them behind. You survived a natural or magical disaster with no outside help.
3 You were mistaken for someone important, and played along too long. You created something incredible — and then had to destroy it.
4 You helped guide others through a place you'd never return to. You were left alone for weeks to “prove yourself.”
5 You made a map no one believes is accurate. You became guardian of a boundary stone, relic, or secret no one else could know.
6 You were caught between two territories, cultures, or powers. You broke your family’s biggest rule and saw the world beyond.
7 You found a place that almost convinced you to settle down. You witnessed something powerful fall from the sky.
8 You smuggled something or someone across dangerous lines. You were nearly discovered by those your guardians feared.
9 You betrayed someone to ensure survival — and never told anyone. You started a journal or record of the outside world no one believed.
10 You lost your name and were given a new one in a rite or rite of passage. You left and returned — and things weren’t the same.
d10 Communal Living Institutionalized Upbringing
1 You were accused of selfishness and exiled for a time. You were caught up in a quiet rebellion that changed the rules.
2 You became the voice of others — and were punished for it. You were used as an example — either to inspire or to shame.
3 You initiated or stopped a cultural split within your community. You made a deal with someone outside the institution.
4 You kept a secret that protected someone but harmed the group. You uncovered a file or record that changed what you thought you knew.
5 You created something — a ritual, invention, or story — that became tradition. You spent time in solitary or under observation.
6 You broke from your assigned role and had to earn forgiveness. You befriended a guard, warden, or instructor who saw potential in you.
7 You fell in love with someone forbidden by your community’s rules. You were denied an opportunity for reasons they wouldn’t explain.
8 You uncovered a truth about the commune’s founders that shook everything. You led a group that failed — and took the blame.
9 You were injured while saving someone — or chose not to. You exposed corruption — or became part of it.
10 You left for a time and returned different — or not welcomed at all. You vanished for a week inside the institution — and no one would talk about it.
d10 The Wyld The Nether
1 You witnessed a Wild Hunt — and it noticed you. You watched something crawl out of a mirror — and learned its name.
2 You made a pact with a lesser fey, and it's still bound to you. You walked through a place where sound doesn’t exist.
3 You crossed a glade where your reflection didn’t follow you. You made a promise to a shadow you thought was your own.
4 You were taken as a guest by a Court — and barely returned. You helped guide a spirit across, and it clings to you.
5 You began to change, physically or emotionally, in ways no one explained. You were marked by a forgotten god — and others can sense it.
6 You were gifted a name that’s not your own — and it’s stronger than your true one. You trained under a master of veils and illusions.
7 You walked the spiral path to the heart-tree and touched its bark. You found an old ruin where everyone remembered your face.
8 You stole something sacred and it follows you still. You hid from something ancient — and it still remembers the scent of your fear.
9 You witnessed the birth of something divine, or monstrous. You inherited a family relic that reacts to the darkness.
10 You sang the wrong song and changed the weather. You slipped between realities — and brought something back.

Current Calling

Think about how you came to New Everlight.

d10 Reason You're Still Here
1 You never left — this city is all you’ve ever known.
2 You’re protecting someone or something within the city limits.
3 You're tied to an unresolved mystery buried in its streets.
4 You owe a debt — magical, political, or personal.
5 You found purpose here you couldn't find elsewhere.
6 Your magic, ancestry, or history is rooted in this city.
7 You work for a powerful figure or faction that won’t let you leave.
8 You tried to run — but the city pulled you back in.
9 You’re watching someone closely, and they don’t know it.
10 You’re biding your time, waiting for a chance to strike or escape.
d10 Big City Small Town
1 You burned bridges in your old city and had to disappear. You were told to leave after something went wrong.
2 You followed a case, cause, or clue to New Everlight’s shadows. You wanted anonymity — to blend in and vanish.
3 You believed the magic here would give you an edge. You sought opportunity your home could never offer.
4 You’re chasing someone — or running from them. You tracked someone from your town who disappeared here.
5 Your skills translated well to this city’s underworld or elite. You brought a relic or secret the city needs — or wants.
6 You were hired, recruited, or conscripted by someone in power. You were running from small-town judgment or laws.
7 You needed a fresh start somewhere no one knew your name. You thought your magic or curse might be controlled here.
8 Your past caught up with you — and pointed you here. You fell for someone who brought you with them.
9 You made a deal, and the city was part of the bargain. You came to learn something the town tried to keep from you.
10 You saw New Everlight in a dream — and felt drawn to it. You followed the pull of something older than either place.
d10 Nomad/Traveler Off the Grid
1 You were hired to guide someone — and got stuck. You were exiled or cast out by your guardians.
2 You stopped to resupply and couldn’t leave. You came seeking answers to questions no one around you could answer.
3 You lost your map — or your route — in or near the city. You had a vision — or a warning — about the city.
4 You’re chasing a myth rooted beneath the city streets. You’re protecting something the city doesn’t know it needs.
5 You’re hunting someone with a city face and desert soul. You’re looking for others like you.
6 You believe a key to your past is locked within this place. You brought something dangerous — and need to hide it.
7 You needed shelter — or anonymity — only a sprawl could give. You saw the city in a dream that felt like a prophecy.
8 You got caught in a Veilstorm, and this is where you landed. You were lured here by promises too tempting to resist.
9 You owe someone in the city — or they owe you. You came to end or avenge a family curse tied to this place.
10 You followed omens or visions that led here without explanation. You want to burn the world and start with New Everlight.
d10 Communal Living Institutional Upbringing
1 You were sent as an emissary, scout, or spy. You escaped your institution and came here to hide.
2 You left willingly to learn what life was like beyond your enclave. You were released and told to report to someone here.
3 You betrayed your people — or they betrayed you. You’re investigating someone from the same institution.
4 You came to spread your values, beliefs, or magic. You were transferred here as part of a larger system.
5 You’re searching for someone who once left your commune. You’re here to earn your freedom, penance, or reputation.
6 You came to collect something owed to your community. You came to learn — but found yourself unlearning everything.
7 You were exiled for breaking one of the unspoken rules. You’re building a new identity from the rubble of the old one.
8 You came for sanctuary — and found the opposite. You were called here by a mentor, ghost, or coded message.
9 You believe your people were wrong — and this city might prove it. You want to shut the whole system down — and the rot starts here.
10 You carry a truth or artifact meant to awaken the city. You thought you were free, but something in the city is watching you.
d10 The Wyld The Nether
1 You were cast out after breaking a Fey law — one even you don’t fully understand. You were told to watch someone — and New Everlight is where they fled.
2 You chased someone (or something) that escaped from the Wyld into the city. You’re here to silence a secret that should never have left the shadows.
3 You’re here on a mission from a Fey Court — whether or not you still serve them. You were summoned — by name — through a spell, dream, or mirror.
4 You lost a duel, challenge, or riddle, and exile to the city was your punishment. You lost something in the city long ago, and it’s time to retrieve it.
5 You heard your true name whispered from New Everlight — and followed it. You’re part of a pact or shadow network based in the city's underlayer.
6 You seek a way to sever your ties to the Wyld, once and for all. You were promised power if you came — and you're here to collect.
7 You brought a piece of the Wyld with you — intentionally or not. You came to prevent something terrible from crossing over.
8 You fled a prophecy or fate the Wyld laid upon you. You’re dying — or unraveling — and believe the cure is here.
9 You seek vengeance for a wrong done to your grove, court, or kin. You followed a trail of shadows and blood, and it ended in New Everlight.
10 You’re spying for the Wyld — and pretending not to be. You don’t remember arriving — but you know you can’t leave.

Flaws

d8 Seven Deadly Sins
1 Pride
2 Greed
3 Wrath
4 Lust
5 Envy
6 Gluttony
7 Sloth
8 Roll twice and choose one (or both)
d10 Pride Envy
1 Always the Expert Needs What Others Have
2 Lone Wolf Possessive
3 Seeks Perfection Mimics the Successful
4 Won’t Back Down Suspicious of Others
5 Refuses Help Keeps Score
6 Bound by the Pattern Resents the Gifted
7 Needs Recognition Protective of What’s “Mine”
8 Self-Made or Nothing Craves Approval
9 Overprepares Masks Insecurity
10 Control Freak Measures Worth in Others
d10 Wrath Sloth
1 Quick to Judge Tangled in Thought
2 Doesn’t Let Go Puts Things Off
3 Vengeful Disengaged
4 Controlled Burn Hides in Routine
5 Bottled Rage Fails to Act
6 Always On Edge Follows, Doesn’t Lead
7 Breaks the Rules When Provoked Wears the Mask
8 Pushes Too Hard Waits Too Long
9 Protects With Violence Avoids Conflict
10 Temper First, Regret Later Needs the Nudge
d10 Greed Gluttony
1 Wants One More Craves Sensation
2 Hoards Resources Seeks New Experiences
3 Always Bartering Lives in Excess
4 Never Says No to Power Wants It All Now
5 Opportunistic Overindulges
6 Can’t Let Go Collects the Strange
7 Takes Without Asking Drowns Out the Noise
8 Overplans for Profit Can’t Stop Pushing Limits
9 Tinkers with Limits Consumes Without Purpose
10 Cost-Benefit Thinker Chases the High
d10 Lust
1 Craves Intensity
2 Entangled in Temptation
3 Can't Let Go
4 Falls Too Fast
5 Needs to Be Wanted
6 Obsessive Attachment
7 Chaser of Dangerous Love
8 Seductive Persona
9 Addicted to Connection
10 Emotional Risk Taker

Character Sentence

You can choose your character descriptor and type from the Character Options or create your own.

You can create your own special does something, roll or pick from the table below. But it's usually best to come up with your own unique focus.

Does (Verb)

d100 0 1 2 3 4 5 6 7 8 9
0 Assesses Blazes Carves Dismantles Engulfs Forges Guides Hunts Illuminates Juggles
1 Kindles Lurks Manipulates Navigates Observes Pierces Quashes Ravages Shrouds Twists
2 Unleashes Vanquishes Weaves Yields Zaps Analyzes Breaks Conjures Defends Evokes
3 Fabricates Gambles Harmonizes Incites Jolts Keeps Lunges Mends Nullifies Outmaneuvers
4 Plots Quells Reflects Smolders Transforms Unravels Ventures Whispers Exudes Yearns
5 Absorbs Barricades Clashes Devours Erodes Flickers Grasps Heeds Impales Jostles
6 Kneads Leverages Marches Negotiates Orchestrates Plunges Quirks Resonates Stalks Traverses
7 Upholds Vexes Wields Yammers Zones Anchors Banishes Charges Devises Emboldens
8 Flourishes Grapples Hinders Invokes Jars Lacerates Magnifies Nullifies Obliterates Probes
9 Quickens Rallies Scorches Thwarts Unites Ventures Wrecks Expels Yanks Zealously Pursues

Something

d100 0 1 2 3 4 5 6 7 8 9
0 Artifacts Blades Chains Darkness Echoes Flames Gears Havoc Illusions Journeys
1 Keepsakes Lanterns Myths Nightmares Oaths Portals Quests Ruins Shadows Treasures
2 Umbra Visions Whispers Yearnings Zephyrs Ambitions Barriers Charms Destinies Embers
3 Fates Glimmers Hopes Incantations Jinxes Keys Labyrinths Mirages Nexus Omens
4 Powers Quagmires Riddles Secrets Tethers Urns Vortexes Wells Xenoliths Yarns
5 Anomalies Beasts Curses Dragons Entities Forces Guardians Hexes Icons Jesters
6 Keeps Legends Mysteries Nullities Oracles Pantheons Quarries Relics Sigils Truths
7 Unseen Vaults Wardens Yearnings Zones Allegiances Burdens Covenants Dread Echoes
8 Fragments Glyphs Harbingers Inscriptions Judgments Laments Mantras Nexus Offerings Paradoxes
9 Quagmires Rites Symbols Tomes Undercurrents Vanities Wonders Expanse Yesterdays Zeniths

Monster Hunter Types and Focus Examples

Roll 2d20.

d20 Type Hunters Focus
1 Slayer Slays with Brutal Efficiency
2 Exorcist Sacrifices Everything
3 Tracker Wields Custom-made weapons
4 Bounty Hunter Outmaneuvers with Cunning Tactics
5 Inquisitor Hunts with Ruthless Percision
6 Hexblade Channels Forbidden magic
7 Alchemist Harnesses Runes and Sigils
8 Binder Preforms Rituals
9 Diviner Drinks Monster For their Powers
10 Gadgeteer Reads Omens and Visions
11 CyberHunter Communes with Ghosts
12 Forensic Occultist Binds Creatures to their Will
13 Monster Wright Unravels Occult Mysteries
14 Mercy Killer Analyzes Crime Scenes
15 Monster Turncoat Reads Magical Auras
16 Lone Wolf Uses Enhanced Senses
17 Defector Infiltrates Supernatural Societies
18 Enforcer Works Undercover
19 Cursed Hunter Scavenges and Repourposes
20 Ritualist Uses Disguises and False Identities