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Starlight Saga

Final Fantasy Tactics Advanced/Crystal Chronicles


+
Dark Sun and Berserk; but not as dark.
+al Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills
Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.
Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge
Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man
Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.
Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.
Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters
Savage Flower Kingdom + Social Rules + Hexcrawl Stuff
Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.

Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserkthat hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)


Mite (MM1 p208)
Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

Starlight Saga
Final Fantasy Tactics Advanced/Crystal Chronicles
+
Dark Sun and Berserk; but not as dark.
+
Sword & Planet Design Theory
+
JRPG Styles of Generic Monsters

Savage Flower Kingdom + Social Rules + Hexcrawl Stuff


Race as Class.
Specialized Skills are Career-Based.
Cooking Skills

Humans - Most populous race, the most social race and the one in charge of the most
thing. They and the not-Bangaa were in a war before the Sun grew close, and the
religion of the Lords of Night was seen as a saving grace.
HP: d6+10, CP: 8
Skills: Pick 2 Common Skills.
Bangaa - The second most populous race, the most combat-ready and the one in charge
of most military operations. In the aftermath of the world, they have adapted to
the wastelands. Sort of a Mordor Orc meets Rome aesthetic.
HP: d6+12, CP: 7
Skills: Heavy Hitter (1)
Reserved Skills: Lizard Claw, Lizard Sense, Heat-Resistant.

Moogle - Black-furred Jawa types that wear badges, bangles and robes to
differentiate their clans. They do not believe in nudity, their clothing is their
name and losing it is a serious problem.
HP: d6+8, CP: 7
Skills: Skullduggery (1) and one additional skill.
Reserved Skills: Night Child, Tribal Knowledge

Seeq - Reptillian Pig-Men, the former slave caste to the Bangaa. In the aftermath
of the world they are expert monster-hunters and treasure-seekers, with sensitive
noses.
HP: d6+14, CP:7
Skill: Monster Sense (1)
Reserved Skills: Treasure-Sniffer, Blood Drinker, Old Hog, Spear-man

Nou Mou - The Sages of Old, strange Serpentmen whose empire was long consumed by
humanity and who were in hibernation beneath the world until the Long Night was to
begin. Are long-lived, pious, and thoroughly unhappy with the state of the world.
HP: d6+8, CP: 7, MP: 8
Skill: Pick 3 Rituals.
Reserved Skills: Trackless, Miracle, Peacemaker.

Viera - The Long Walkers. Tall, androgynus, translucent individuals whose interior
systems are made up almost entirely of salt and water. They are gifted in healing
and can use a sort of weaponry that hurts other races.
HP: d6+10, CP:7, MP:6
Skill: Pick 2 Spells.
Reserved Skills: Ancient, Long Walker, Elementalist, Healing Hands.

Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:
Quickling (MM2 p227)
Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:Lesser Fey (Gremlins)

Mite (MM1 p208)


Hit Dice: 1/4
AC:
Attack:
Alignment:
XP:
Notes:

Pugwampi Gremlin (MM2 p144)


Hit Dice: 1/2
AC:
Attack:
Alignment:
XP:
Notes:

Vexgit Gremlin (MM2 p145)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Jinkin Gremlin (MM2 p142)


Hit Dice: 1
AC:
Attack:
Alignment:
XP:
Notes:

Nuglub Gremlin (MM2 p143)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Grindylow (MM2 p148)


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Jacktwig (MM2 p274)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Barghest (MM1 p28)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

--
Normal Fey Denizens

Dryad (MM2 p117)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kikimora (MM2 p177) [Wretched Kobold Woman]


Hit Dice: 5
AC:
Attack:
Alignment:
XP:
Notes:

Leprechaun (MM2 p177) [Greencap Gnome]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Redcap (MM2 p172) [Ironboot Gnome]


Hit Dice: 6
AC:
Attack:
Alignment:
XP:
Notes:

Forlarren (MM2 p125) [Hatless Gnomes]


Hit Dice: 2
AC:
Attack:
Alignment:
XP:
Notes:

Hobbe Hound (AP119, p88)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Kelpie (MM2 p172)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Korred (MM2 p173)


Hit Dice: 4
AC:
Attack:
Alignment:
XP:
Notes:

Pech (MM2 p206)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Quickling (MM2 p227)


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

Spriggan (MM2 p257) [Hatless Gnomes]


Hit Dice: 3
AC:
Attack:
Alignment:
XP:
Notes:

--
Greater Fey Denizens

Nereid (MM2 p198)


Hit Dice: 10
AC:
Attack:
Alignment:
XP:
Notes:

Nymph (MM1 p218)


Hit Dice: 7
AC:
Attack:
Alignment:
XP:
Notes:

Fuldrex (AP119, p85)


Hit Dice: 8
AC:
Attack:
Alignment:
XP:
Notes:
--
Greater Fey Realm Beasts

Catoblepas (MM2 p52)


Hit Dice: 12
AC:
Attack:
Alignment:
XP:
Notes:

Jabberwocky (MM2 p168)


Hit Dice: 18
AC:
Attack:
Alignment:
XP:
Notes:

Copsewight (AP119, p80)


Hit Dice: 16
AC:
Attack:
Alignment:
XP:
Notes:

Nachzehrer (AP119, p90)


Hit Dice: 14
AC:
Attack:
Alignment:
XP:
Notes:

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